Open Chronicles Wiki openchronicleswikiwiki https://openchronicleswiki.miraheze.org/wiki/Main_Page MediaWiki 1.41.0 first-letter Media Special Talk User User talk Open Chronicles Wiki Open Chronicles Wiki talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Main Page 0 1 1 2024-05-12T13:44:56Z MediaWiki default 1 Welcome to Miraheze! wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links: * [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users) * [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]] * [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.) ==== I still don't understand X! ==== Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phorge:|Phorge]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! 070d9e6457eab136df99905438a1f57c037772b0 2 1 2024-05-12T15:18:55Z OCRPNarrator 2 /* Welcome to {{SITENAME}}! */ wikitext text/x-wiki __NOTOC__ == Welcome to Open Chronicles Wiki! == This Main Page was created automatically and it seems it hasn't been replaced yet. === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links: * [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users) * [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]] * [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.) ==== I still don't understand X! ==== Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phorge:|Phorge]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! cda522adf7cc489edcbcc6fe2f0a5cc2853ee36f 5 2 2024-05-12T15:56:00Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#fee0ab; margin:0.1em 0 2px 0; border:thick double #FBB600;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles! Wiki'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the Rules, Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #fee0ab; border: thick double #FBB600; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|50px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 7e8367df8db27eea0ee0a7c1286c90bc66f2b625 6 5 2024-05-12T15:57:42Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#fee0ab; margin:0.1em 0 2px 0; border:thick double #FBB600;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the Rules, Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #228B22; border: thick double #008000; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|50px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 78322ed975792e0916eb0062ec3db6177ffbeda4 7 6 2024-05-12T15:59:13Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the Rules, Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! a852a366e6e34889c80a0f8039e72a3817ece7eb 11 7 2024-05-18T08:23:06Z SerenityBee 7 hyperlinked the server rules page wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! c1eb01a33ae3b289d14259bec491d0bf6735ae1f 45 11 2024-05-18T17:53:09Z Wildpaw 8 Just adjusted "minecraft" to "Minecraft" wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! d420987eb764c03e51d9d6aab775dba470da3f33 51 45 2024-05-18T18:23:15Z Wildpaw 8 Tentative page list - may delete wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! = Available Pages = {| class="wikitable" |+ !Our Rules !Getting Started !Gameplay Guidelines !Custom Mechanics |- | | | | |- | | | | |- | | | | |} fa31066a81b53fc1496193d56a7d2560e3cf0d3c File:OCRP.png 6 2 3 2024-05-12T15:25:12Z OCRPNarrator 2 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 4 3 2024-05-12T15:34:31Z OCRPNarrator 2 OCRPNarrator uploaded a new version of [[File:OCRP.png]] wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Hidden:test 0 4 9 2024-05-14T13:32:13Z OCRPNarrator 2 Created page with "test" wikitext text/x-wiki test a94a8fe5ccb19ba61c4c0873d391e987982fbbd3 25 9 2024-05-18T10:11:05Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" 00f53e13728123974bb3e40c4ca80104d3744acc 26 25 2024-05-18T10:11:48Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> b5d8e64b7c2d002e4f8a811c70021e8185a504a4 27 26 2024-05-18T10:12:38Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'This is an OOC Article!!'</div> 09f51802842e48154290768c1f5a1fb06cdd41fa 28 27 2024-05-18T10:13:00Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">This is an OOC Article!</div> 6bf2ea48be6ffbf5deb269ff3908a0dd46361f99 29 28 2024-05-18T10:14:11Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an OOC Article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article is not related to any story elements and should be treated as such''</small></div> e631ec832a0daaf5de1339fa82bdc0c708467300 30 29 2024-05-18T10:14:32Z OCRPNarrator 2 Replaced content with "test for templates" wikitext text/x-wiki test for templates dfb49f42db1f8f7e0affeab0af20721cb5417d6b 47 30 2024-05-18T18:10:28Z Wildpaw 8 testing the table function wikitext text/x-wiki test for templates {| class="wikitable" |+Test | | | | | | | | | |- | | | | | | | | | |- | | | | | | | | | |- | | | | | | | | | |- | | | | | | | | | |} 8fff6fb3665c4b0ff30d931bd606843428749830 48 47 2024-05-18T18:10:45Z Wildpaw 8 wikitext text/x-wiki test for templates {| class="wikitable" |+Test | | | | | | | | | |- | | colspan="7" rowspan="3" |testing! | |- | | |- | | |- | | | | | | | | | |} 613bf3b7843884b5cf9563fb3499ba9d83bfffe8 49 48 2024-05-18T18:12:57Z Wildpaw 8 wikitext text/x-wiki test for templates {| class="wikitable" |+Test | | | | | | | | | |- | | colspan="10" rowspan="10" | |- | | |- | | |- | | | | | | | | | |} 3bc7a39492c3b8aee2c8ed57d4e6861d9db4c196 50 49 2024-05-18T18:13:28Z Wildpaw 8 wikitext text/x-wiki test for templates dfb49f42db1f8f7e0affeab0af20721cb5417d6b Server Rules 0 5 10 2024-05-18T08:18:32Z SerenityBee 7 Created and moved info from old wiki page wikitext text/x-wiki Listed here are our rules for the server as a whole. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character(IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a separate document discussing RP Etiquette, which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. 16d939dda0535ecd8f002128ab96f6924ba35c3d 14 10 2024-05-18T08:34:28Z SerenityBee 7 added hyperlinks to wikitext text/x-wiki Listed here are our rules for the server as a whole. Our gameplay guidelines can be found at [[Gameplay Guidelines Index]]. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character(IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a [[separate document discussing RP Etiquette, which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. 88690cd002dd5f5e8ce9ab08492287edf922b44a 15 14 2024-05-18T08:35:17Z SerenityBee 7 /* Follow RP Etiquette */ wikitext text/x-wiki Listed here are our rules for the server as a whole. Our gameplay guidelines can be found at [[Gameplay Guidelines Index]]. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character(IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a separate document discussing RP Etiquette, which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. 7ad66409ea34212ffdc09c00cce710a272097500 17 15 2024-05-18T08:48:46Z SerenityBee 7 /* Follow RP Etiquette */ wikitext text/x-wiki Listed here are our rules for the server as a whole. Our gameplay guidelines can be found at [[Gameplay Guidelines Index]]. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character(IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a separate document discussing [[RP Etiquette Guide|RP Etiquette]], which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. 375ad379e2a8991f9bd24697e948f654683e43e4 46 17 2024-05-18T17:57:05Z Wildpaw 8 Added a space between "In Character" and "(IC)" wikitext text/x-wiki Listed here are our rules for the server as a whole. Our gameplay guidelines can be found at [[Gameplay Guidelines Index]]. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character (IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a separate document discussing [[RP Etiquette Guide|RP Etiquette]], which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. 03a1edd992e66e96b56837d12cdb3a0a54ba8189 Gameplay Guidelines Index 0 6 12 2024-05-18T08:31:29Z SerenityBee 7 created page port from old wiki wikitext text/x-wiki = Gameplay Guidelines = The Gameplay Guidelines are a list of various documents that outline additional gameplay systems, tips, and processes we follow for various scenarios. Gameplay guidelines are not ''rules'' in the strictest sense - staff may bend these guidelines on rare occasions, and violating these guidelines as a player will not get you in trouble like breaking a rule would - but these documents provide a sense of "how we do things around here". It is wise to review these documents thoroughly in order to become accustomed to our procedures, as some of our systems differ greatly from what you may be accustomed to from other Roleplay Settings. == List of Guidelines == [[Player Hostilities Guide]] [[Mechanical Death and MedRP Guide]] [[RP Etiquette Guide]] [[Guidelines for Acceptable Figura Models]] 9d2e80c0d8a41ad773974d3fe76d7e68eb827d18 RP Etiquette Guide 0 7 13 2024-05-18T08:33:58Z SerenityBee 7 created wikitext text/x-wiki RP Etiquette is a set of guiding principles that we ask players to adhere to. By following these courtesies and etiquettes, you ensure that everyone here has a fun and enjoyable time, which is always the goal! == Communicate with your fellow players! == Communication is key to avoiding misunderstandings. If you're not sure whether someone is having fun, ask! If you're concerned that something might be misconstrued, ask the other person! === If you're uncomfortable, say something === Not everyone is comfortable with every RP scenario. If you're uncomfortable with a specific IC interaction, say something to the person/people you're interacting with. If it's not possible to stop the interaction entirely (i.e. the rest of the group is actively involved in an activity that suddenly you're not comfortable with participating in), just step away and let the players (and/or a staff member) know why you left. If needed, we can help you form an IC reason why you had to dip out. 452e73bebf12f31fca0b5c8d4df8c2ab0e4371a6 16 13 2024-05-18T08:46:43Z SerenityBee 7 created page port from old wiki wikitext text/x-wiki RP Etiquette is a set of guiding principles that we ask players to adhere to. By following these courtesies and etiquettes, you ensure that everyone here has a fun and enjoyable time, which is always the goal! == Communicate with your fellow players! == Communication is key to avoiding misunderstandings. If you're not sure whether someone is having fun, ask! If you're concerned that something might be misconstrued, ask the other person! === If you're uncomfortable, say something === Not everyone is comfortable with every RP scenario. If you're uncomfortable with a specific IC interaction, say something to the person/people you're interacting with. If it's not possible to stop the interaction entirely (i.e. the rest of the group is actively involved in an activity that suddenly you're not comfortable with participating in), just step away and let the players (and/or a staff member) know why you left. If needed, we can help you form an IC reason why you had to dip out. === Tell people when IC and OOC intentions don't match === Sometimes, it's not obviously clear when someone's IC intentions are or aren't the same as their OOC intentions. For example, if a character tells you IC, "I hate you! Stay away from me!", that may be an IC response, but the receiving player might think this is an OOC indication that you wish for their interactions to stop. Alternatively, it may ''actually be a player indicating they wish for you to not be involved in a particular interaction.'' In cases like this, it's best if, as the person ''making the statement'', to DM the person you scolded and inform them "hey, IC my character really dislikes you, but OOC I think this is super-fun RP and I want you to continue!". This way, you can prevent a misunderstanding before it ever happens. On the receiving end, you may also wish to reach out and inquire, "Hey, I know your character just told mine off IC - do you want me to butt out OOC as well?". That gives them the chance to tell you "No, that's just an IC thing, keep going!" or "Yes, I'd prefer this part of my character's story to remain more private." == Respect private Rp, but try to include others == Not every RP interaction is open for everyone to join in on, and that's okay! If someone makes it clear that a conversation they're having with X and Y is only meant for X and Y, be respectful of their wishes and don't try to force your way into that interaction. On the flipside, however...Private RP is permissible, but generally speaking, RP is more fun when shared with others! Try to involve people whenever possible - especially new players, or people you interact with less often. == Read the room! == What this means is that ''if the setting your character joins into has a certain tone to it, don't try to forcefully change that tone.'' * If players are having an obviously-serious moment, that's not the time to burst in and start making jokes. * If players are having a party, that's not the best time to jump into your dark, tragic character backstory. * If players are focused on medRP, or research, or something else that would require concentration, that's not the time to interrupt and try to draw attention away from the task at hand. We understand that sometimes it's not obvious what's going on or what the tone is, but in general, if you're not sure...take a moment to observe first. It shows respect for other people's interactions and the time they've put into the moment they're already sharing, and it's rude to try to force that to change just because your character arrived. == Use IC chat, OOC chat, and Discord chat appropriately == As you play here, try to ensure that you use the different forms of chat respectfully. * Discord chat is best reserved for OOC information, except for the channels specifically labeled as "IC". These are for ensuring people notice IC announcements - think of it as an extension of a town noticebard. * IC chats are for IC only. If you need to make an OOC annotation, wrap it in parentheses <code>(like this)</code>. * OOC chats are for brief comments pertaining to what's going on, as well as inquiring about where people are if you're looking for RP. However, we do ask that players keep the OOC chatting to a minimum, as it can be disruptive to others' RP. If this happens to you, you can mute a range using <code>/muterange <range></code>. This will reset after 24 hours. == Do not Godmod, Powergame or Metagame == These three terms are common within RP circles, but we ask that you read through our definitions anyway - there are certain specific scenarios we outline that may be different from what you expect. === Godmodding === Example: "My character pushes yours over, then grabs their wrists and ties them up and throw them over my shoulder to abduct you." Godmodding is taking complete control over the direction of a scene, thus removing player agency from others involved in the RP. You allow the other player no option of choices and directly take control of their characters' actions in doing so. This is not allowed; RP your character and allow others to react to what you've done. Don't pre-decide the outcome for them. A better way to write that: "My character lunges forward, and attempts to shove yours over to subdue them." This allows the other player a chance to struggle, to try and escape, or to even allow it to happen right away for the sake of interesting story, etc. === Powergaming === Example: "Hey look guys if I use this knockback stick to push this enemy away and then use sword with faster swing speed I can infinitely combo the boss and keep him stunlocked forever, completely negating the challenge of the fight!" Powergaming is the act of building and playing your character with the sole purpose of min-maxing and making them as powerful as possible to the exclusion of other things, especially the exclusion of good storytelling. It is, in short, playing a character with the goal of "winning the game" rather than playing a character to tell a good story and contribute to the stories of others. A good rule of thumb? For every area your character excels at, think of another area where they are equally deficient. For example, your town guardsman is an excellent spearman but is terrible at archery. Perhaps he's great at organizing people in defense of the town against undead creatures but needs help with speaking in public. By giving your character flaws and perks, you create a more relatable character that others can help and be helped by and one that can experience character development as time passes. === Metagaming === Example: "Players are talking on discord about how Character A stole the golden apple of mysteries from Character B, and they mentioned where it was. I, the player, now know this; however, my CHARACTER does not, yet when I log on and another character asks mine if I've heard the latest news about a theft... I tell them "why yes I have, and I know where to find the stolen goods!"" Metagaming is acting on knowledge you, the player, know OOC -- yet your character has not yet encountered in active RP, and thus, has no way of knowing. It is not allowed, as it is incredibly immersion-breaking and quite unfair. ==== Not Metagaming ==== "Guys I'm so lost and trying to find anyone to RP with in this town, anyone want to RP with me and maybe show me around?  halp" This is just helping people get into RP, and is not considered metagaming. "Hey! We're going to do a game of Never-Have-I-Ever in the tavern at eight PM CST timezone... Anyone who wants to come, find an excuse to be there IC!" This is event planning. This would be better handled on Discord, but posting it in an OOC chat is also acceptable. "I'm hanging out at the fishing spot by the moonlit lake, fishing, if anyone wants to stop by for RP or join me in catching fish." This is much like the first example - helping others join in on RP. ==== Metagaming ==== "Guys I think the monster I kept in my basement is about to finally try and break free, log on and come to my house, he's already here. Bring your best weapons and armor." This is attempting to change the outcome of an event based on the OOC knowledge that the event is going to occur. Your character wouldn't know that this is coming! (in global chat) "Hey, I found the secret lair. It's coordinates are x/y/z." If you want to share the location of something, that needs to be done ''in-character''. Telling people OOC about the location of something they may not even know exists IC is a big no-no (it's like giving spoilers!) == Decisions that affect everyone, should be discussed by everyone == If a vote is being held for, say, a town relocation, that's a decision that affects ''everyone who plays on the server.'' In cases like this, we actually ''encourage'' people to use Discord for handling the discussion and voting. This ensures that ''everyone'' has a chance to give their input, rather than limiting it to only people who can attend an IC meeting or IC vote. == RP servers are not SMPs == While it may be tempting to run far away into an open world and start building a huge base...that's not really what an RP server is intended for. Not only does that mean you miss out on spontaneous RP interactions, but you also make it difficult and time-consuming for anyone to come and find you if they wish to speak with your character. For this reason, we ask that players try to build near each other (i.e. within the same town(s)) unless there's a specific IC reason why you cannot do so (i.e. an alchemist whose lab experiences frequent explosions might not be able to work inside city limits for safety reasons - even here, though, it might be good to have a house in the city, and the lab elsewhere!) This guideline also extends to some other concepts, like farms. While it's tempting to breed tiny penfuls of animals crammed together...is that really immersive? Would you actually want to have 40 sheep in a 6x6 square, or would those animals be better placed in a large, open pasture? This guideline is broad by nature, but a good maxim is "if it looks game-y, look for a different way". 8a8cfdceed821c5135c1aef70539b78df8e859a1 24 16 2024-05-18T10:10:09Z OCRPNarrator 2 wikitext text/x-wiki RP Etiquette is a set of guiding principles that we ask players to adhere to. By following these courtesies and etiquettes, you ensure that everyone here has a fun and enjoyable time, which is always the goal! == Communicate with your fellow players! == Communication is key to avoiding misunderstandings. If you're not sure whether someone is having fun, ask! If you're concerned that something might be misconstrued, ask the other person! === If you're uncomfortable, say something === Not everyone is comfortable with every RP scenario. If you're uncomfortable with a specific IC interaction, say something to the person/people you're interacting with. If it's not possible to stop the interaction entirely (i.e. the rest of the group is actively involved in an activity that suddenly you're not comfortable with participating in), just step away and let the players (and/or a staff member) know why you left. If needed, we can help you form an IC reason why you had to dip out. === Tell people when IC and OOC intentions don't match === Sometimes, it's not obviously clear when someone's IC intentions are or aren't the same as their OOC intentions. For example, if a character tells you IC, "I hate you! Stay away from me!", that may be an IC response, but the receiving player might think this is an OOC indication that you wish for their interactions to stop. Alternatively, it may ''actually be a player indicating they wish for you to not be involved in a particular interaction.'' In cases like this, it's best if, as the person ''making the statement'', to DM the person you scolded and inform them "hey, IC my character really dislikes you, but OOC I think this is super-fun RP and I want you to continue!". This way, you can prevent a misunderstanding before it ever happens. On the receiving end, you may also wish to reach out and inquire, "Hey, I know your character just told mine off IC - do you want me to butt out OOC as well?". That gives them the chance to tell you "No, that's just an IC thing, keep going!" or "Yes, I'd prefer this part of my character's story to remain more private." == Respect private Rp, but try to include others == Not every RP interaction is open for everyone to join in on, and that's okay! If someone makes it clear that a conversation they're having with X and Y is only meant for X and Y, be respectful of their wishes and don't try to force your way into that interaction. On the flipside, however...Private RP is permissible, but generally speaking, RP is more fun when shared with others! Try to involve people whenever possible - especially new players, or people you interact with less often. == Read the room! == What this means is that ''if the setting your character joins into has a certain tone to it, don't try to forcefully change that tone.'' * If players are having an obviously-serious moment, that's not the time to burst in and start making jokes. * If players are having a party, that's not the best time to jump into your dark, tragic character backstory. * If players are focused on medRP, or research, or something else that would require concentration, that's not the time to interrupt and try to draw attention away from the task at hand. We understand that sometimes it's not obvious what's going on or what the tone is, but in general, if you're not sure...take a moment to observe first. It shows respect for other people's interactions and the time they've put into the moment they're already sharing, and it's rude to try to force that to change just because your character arrived. == Use IC chat, OOC chat, and Discord chat appropriately == As you play here, try to ensure that you use the different forms of chat respectfully. * Discord chat is best reserved for OOC information, except for the channels specifically labeled as "IC". These are for ensuring people notice IC announcements - think of it as an extension of a town noticebard. * IC chats are for IC only. If you need to make an OOC annotation, wrap it in parentheses <code>(like this)</code>. * OOC chats are for brief comments pertaining to what's going on, as well as inquiring about where people are if you're looking for RP. However, we do ask that players keep the OOC chatting to a minimum, as it can be disruptive to others' RP. If this happens to you, you can mute a range using <code>/muterange <range></code>. This will reset after 24 hours. == Do not Godmod, Powergame or Metagame == These three terms are common within RP circles, but we ask that you read through our definitions anyway - there are certain specific scenarios we outline that may be different from what you expect. === Godmodding === Example: "My character pushes yours over, then grabs their wrists and ties them up and throw them over my shoulder to abduct you." Godmodding is taking complete control over the direction of a scene, thus removing player agency from others involved in the RP. You allow the other player no option of choices and directly take control of their characters' actions in doing so. This is not allowed; RP your character and allow others to react to what you've done. Don't pre-decide the outcome for them. A better way to write that: "My character lunges forward, and attempts to shove yours over to subdue them." This allows the other player a chance to struggle, to try and escape, or to even allow it to happen right away for the sake of interesting story, etc. === Powergaming === Example: "Hey look guys if I use this knockback stick to push this enemy away and then use sword with faster swing speed I can infinitely combo the boss and keep him stunlocked forever, completely negating the challenge of the fight!" Powergaming is the act of building and playing your character with the sole purpose of min-maxing and making them as powerful as possible to the exclusion of other things, especially the exclusion of good storytelling. It is, in short, playing a character with the goal of "winning the game" rather than playing a character to tell a good story and contribute to the stories of others. A good rule of thumb? For every area your character excels at, think of another area where they are equally deficient. For example, your town guardsman is an excellent spearman but is terrible at archery. Perhaps he's great at organizing people in defense of the town against undead creatures but needs help with speaking in public. By giving your character flaws and perks, you create a more relatable character that others can help and be helped by and one that can experience character development as time passes. === Metagaming === Example: "Players are talking on discord about how Character A stole the golden apple of mysteries from Character B, and they mentioned where it was. I, the player, now know this; however, my CHARACTER does not, yet when I log on and another character asks mine if I've heard the latest news about a theft... I tell them "why yes I have, and I know where to find the stolen goods!"" Metagaming is acting on knowledge you, the player, know OOC -- yet your character has not yet encountered in active RP, and thus, has no way of knowing. It is not allowed, as it is incredibly immersion-breaking and quite unfair. ==== Not Metagaming ==== "Guys I'm so lost and trying to find anyone to RP with in this town, anyone want to RP with me and maybe show me around?  halp" This is just helping people get into RP, and is not considered metagaming. "Hey! We're going to do a game of Never-Have-I-Ever in the tavern at eight PM CST timezone... Anyone who wants to come, find an excuse to be there IC!" This is event planning. This would be better handled on Discord, but posting it in an OOC chat is also acceptable. "I'm hanging out at the fishing spot by the moonlit lake, fishing, if anyone wants to stop by for RP or join me in catching fish." This is much like the first example - helping others join in on RP. ==== Metagaming ==== "Guys I think the monster I kept in my basement is about to finally try and break free, log on and come to my house, he's already here. Bring your best weapons and armor." This is attempting to change the outcome of an event based on the OOC knowledge that the event is going to occur. Your character wouldn't know that this is coming! (in global chat) "Hey, I found the secret lair. It's coordinates are x/y/z." If you want to share the location of something, that needs to be done ''in-character''. Telling people OOC about the location of something they may not even know exists IC is a big no-no (it's like giving spoilers!) == Decisions that affect everyone, should be discussed by everyone == If a vote is being held for, say, a town relocation, that's a decision that affects ''everyone who plays on the server.'' In cases like this, we actually ''encourage'' people to use Discord for handling the discussion and voting. This ensures that ''everyone'' has a chance to give their input, rather than limiting it to only people who can attend an IC meeting or IC vote. == RP servers are not SMPs == While it may be tempting to run far away into an open world and start building a huge base...that's not really what an RP server is intended for. Not only does that mean you miss out on spontaneous RP interactions, but you also make it difficult and time-consuming for anyone to come and find you if they wish to speak with your character. For this reason, we ask that players try to build near each other (i.e. within the same town(s)) unless there's a specific IC reason why you cannot do so (i.e. an alchemist whose lab experiences frequent explosions might not be able to work inside city limits for safety reasons - even here, though, it might be good to have a house in the city, and the lab elsewhere!) This guideline also extends to some other concepts, like farms. While it's tempting to breed tiny penfuls of animals crammed together...is that really immersive? Would you actually want to have 40 sheep in a 6x6 square, or would those animals be better placed in a large, open pasture? This guideline is broad by nature, but a good maxim is "if it looks game-y, look for a different way". [[Category:Guides]] 16a7be104b399b826fe7c8830de1e2508cba44e9 40 24 2024-05-18T10:19:26Z OCRPNarrator 2 wikitext text/x-wiki {{ooc}} RP Etiquette is a set of guiding principles that we ask players to adhere to. By following these courtesies and etiquettes, you ensure that everyone here has a fun and enjoyable time, which is always the goal! == Communicate with your fellow players! == Communication is key to avoiding misunderstandings. If you're not sure whether someone is having fun, ask! If you're concerned that something might be misconstrued, ask the other person! === If you're uncomfortable, say something === Not everyone is comfortable with every RP scenario. If you're uncomfortable with a specific IC interaction, say something to the person/people you're interacting with. If it's not possible to stop the interaction entirely (i.e. the rest of the group is actively involved in an activity that suddenly you're not comfortable with participating in), just step away and let the players (and/or a staff member) know why you left. If needed, we can help you form an IC reason why you had to dip out. === Tell people when IC and OOC intentions don't match === Sometimes, it's not obviously clear when someone's IC intentions are or aren't the same as their OOC intentions. For example, if a character tells you IC, "I hate you! Stay away from me!", that may be an IC response, but the receiving player might think this is an OOC indication that you wish for their interactions to stop. Alternatively, it may ''actually be a player indicating they wish for you to not be involved in a particular interaction.'' In cases like this, it's best if, as the person ''making the statement'', to DM the person you scolded and inform them "hey, IC my character really dislikes you, but OOC I think this is super-fun RP and I want you to continue!". This way, you can prevent a misunderstanding before it ever happens. On the receiving end, you may also wish to reach out and inquire, "Hey, I know your character just told mine off IC - do you want me to butt out OOC as well?". That gives them the chance to tell you "No, that's just an IC thing, keep going!" or "Yes, I'd prefer this part of my character's story to remain more private." == Respect private Rp, but try to include others == Not every RP interaction is open for everyone to join in on, and that's okay! If someone makes it clear that a conversation they're having with X and Y is only meant for X and Y, be respectful of their wishes and don't try to force your way into that interaction. On the flipside, however...Private RP is permissible, but generally speaking, RP is more fun when shared with others! Try to involve people whenever possible - especially new players, or people you interact with less often. == Read the room! == What this means is that ''if the setting your character joins into has a certain tone to it, don't try to forcefully change that tone.'' * If players are having an obviously-serious moment, that's not the time to burst in and start making jokes. * If players are having a party, that's not the best time to jump into your dark, tragic character backstory. * If players are focused on medRP, or research, or something else that would require concentration, that's not the time to interrupt and try to draw attention away from the task at hand. We understand that sometimes it's not obvious what's going on or what the tone is, but in general, if you're not sure...take a moment to observe first. It shows respect for other people's interactions and the time they've put into the moment they're already sharing, and it's rude to try to force that to change just because your character arrived. == Use IC chat, OOC chat, and Discord chat appropriately == As you play here, try to ensure that you use the different forms of chat respectfully. * Discord chat is best reserved for OOC information, except for the channels specifically labeled as "IC". These are for ensuring people notice IC announcements - think of it as an extension of a town noticebard. * IC chats are for IC only. If you need to make an OOC annotation, wrap it in parentheses <code>(like this)</code>. * OOC chats are for brief comments pertaining to what's going on, as well as inquiring about where people are if you're looking for RP. However, we do ask that players keep the OOC chatting to a minimum, as it can be disruptive to others' RP. If this happens to you, you can mute a range using <code>/muterange <range></code>. This will reset after 24 hours. == Do not Godmod, Powergame or Metagame == These three terms are common within RP circles, but we ask that you read through our definitions anyway - there are certain specific scenarios we outline that may be different from what you expect. === Godmodding === Example: "My character pushes yours over, then grabs their wrists and ties them up and throw them over my shoulder to abduct you." Godmodding is taking complete control over the direction of a scene, thus removing player agency from others involved in the RP. You allow the other player no option of choices and directly take control of their characters' actions in doing so. This is not allowed; RP your character and allow others to react to what you've done. Don't pre-decide the outcome for them. A better way to write that: "My character lunges forward, and attempts to shove yours over to subdue them." This allows the other player a chance to struggle, to try and escape, or to even allow it to happen right away for the sake of interesting story, etc. === Powergaming === Example: "Hey look guys if I use this knockback stick to push this enemy away and then use sword with faster swing speed I can infinitely combo the boss and keep him stunlocked forever, completely negating the challenge of the fight!" Powergaming is the act of building and playing your character with the sole purpose of min-maxing and making them as powerful as possible to the exclusion of other things, especially the exclusion of good storytelling. It is, in short, playing a character with the goal of "winning the game" rather than playing a character to tell a good story and contribute to the stories of others. A good rule of thumb? For every area your character excels at, think of another area where they are equally deficient. For example, your town guardsman is an excellent spearman but is terrible at archery. Perhaps he's great at organizing people in defense of the town against undead creatures but needs help with speaking in public. By giving your character flaws and perks, you create a more relatable character that others can help and be helped by and one that can experience character development as time passes. === Metagaming === Example: "Players are talking on discord about how Character A stole the golden apple of mysteries from Character B, and they mentioned where it was. I, the player, now know this; however, my CHARACTER does not, yet when I log on and another character asks mine if I've heard the latest news about a theft... I tell them "why yes I have, and I know where to find the stolen goods!"" Metagaming is acting on knowledge you, the player, know OOC -- yet your character has not yet encountered in active RP, and thus, has no way of knowing. It is not allowed, as it is incredibly immersion-breaking and quite unfair. ==== Not Metagaming ==== "Guys I'm so lost and trying to find anyone to RP with in this town, anyone want to RP with me and maybe show me around?  halp" This is just helping people get into RP, and is not considered metagaming. "Hey! We're going to do a game of Never-Have-I-Ever in the tavern at eight PM CST timezone... Anyone who wants to come, find an excuse to be there IC!" This is event planning. This would be better handled on Discord, but posting it in an OOC chat is also acceptable. "I'm hanging out at the fishing spot by the moonlit lake, fishing, if anyone wants to stop by for RP or join me in catching fish." This is much like the first example - helping others join in on RP. ==== Metagaming ==== "Guys I think the monster I kept in my basement is about to finally try and break free, log on and come to my house, he's already here. Bring your best weapons and armor." This is attempting to change the outcome of an event based on the OOC knowledge that the event is going to occur. Your character wouldn't know that this is coming! (in global chat) "Hey, I found the secret lair. It's coordinates are x/y/z." If you want to share the location of something, that needs to be done ''in-character''. Telling people OOC about the location of something they may not even know exists IC is a big no-no (it's like giving spoilers!) == Decisions that affect everyone, should be discussed by everyone == If a vote is being held for, say, a town relocation, that's a decision that affects ''everyone who plays on the server.'' In cases like this, we actually ''encourage'' people to use Discord for handling the discussion and voting. This ensures that ''everyone'' has a chance to give their input, rather than limiting it to only people who can attend an IC meeting or IC vote. == RP servers are not SMPs == While it may be tempting to run far away into an open world and start building a huge base...that's not really what an RP server is intended for. Not only does that mean you miss out on spontaneous RP interactions, but you also make it difficult and time-consuming for anyone to come and find you if they wish to speak with your character. For this reason, we ask that players try to build near each other (i.e. within the same town(s)) unless there's a specific IC reason why you cannot do so (i.e. an alchemist whose lab experiences frequent explosions might not be able to work inside city limits for safety reasons - even here, though, it might be good to have a house in the city, and the lab elsewhere!) This guideline also extends to some other concepts, like farms. While it's tempting to breed tiny penfuls of animals crammed together...is that really immersive? Would you actually want to have 40 sheep in a 6x6 square, or would those animals be better placed in a large, open pasture? This guideline is broad by nature, but a good maxim is "if it looks game-y, look for a different way". [[Category:Guides]] dc4750e121887512976780ff86c6927b29005d56 Player Hostilities Guide 0 8 18 2024-05-18T08:55:14Z SerenityBee 7 created page port from old wiki wikitext text/x-wiki Roleplaying requires a certain level of collaboration in storytelling - in most stories, players are pitted against some larger force and act cooperatively to overcome challenges in their way. There may, however, be circumstances in which the story being told pits one player or group against another player or group in direct conflict. In cases such as these, there are strict rules that must be followed to ensure that the outcome of such conflicts resolves in a way that ensures a satisfactory storytelling experience for all involved. == Theft == Stealing is allowed, but must be overseen by a QM before the items are taken. In addition, the following rules must be followed: * Some form of clue must be left. ** This can be a sign with theft text like “the lock has been smashed on the chest”, but it doesn't have to be - it can be a lore’d item, some sort of distinctive "calling card" for your character, or any other item or marking that clearly indicates that someone has been there. If you are unsure if your clue is sufficient, ask a QM! * The goods you steal must remain recoverable in or close to their initial state for at least 10 IRL days unless otherwise stated by a QM. This means that, for example, tools may not have their durability used up completely, crafting materials like ingots may not be crafted into irreversibly altered forms like tools or armor, etc. This allows any investigation RP that follows the theft to result in a positive outcome. * Be reasonable in the amount that you take. Stealing a knapsack is reasonable, emptying someone's entire house is not. How much theft is considered "reasonable" is up to QM discretion, but a good rule of thumb is that you should be stealing only enough to express whatever your character is trying to communicate to the victim, not to ruin someone's day. Any theft outside of moderation purview, in roleplay, will not be accepted and the player will receive a written warning. == Traps == Traps are allowed, but their creation must be overseen by a QM, and must adhere to the following rules: * Traps that are not actively monitored (i.e. the trap-setter is not physically present to disarm it) may not imprison the player. * Traps are limited to Altercation levels of injury without permission from a QM. ** With permission, a trap may count as A Strike, at the QM's discretion. ** Traps will never count as a Character Death. If you are the victim of a trap, please RP the scenario in a respectful way. If you would have a visible injury, RP the injury. If you would have some visible mark left on you, either update your character model or RP the existence of the marking (at the very least, update your character card with the information). == Build Break == Breaking and entering, usually done to participate in a theft, should be handled with care under the following rules: * If a block is "soft", then it is fair game for movement. * If you "shift" a soft block (remove it and replace it later) to get at something underneath or to enter a space, you must leave a sign or other obvious clue indicating as such (i.e. "the flowers have been moved" or "the ground has been disturbed", or perhaps some other obvious change like replacing the dirt with podzol to indicate a change in state - when in doubt, ask a QM if the change is sufficiently "clue-ish") Examples of Soft blocks are flowers, leaves, dirt, clay, sand etc If you wish to destructively modify another person's build, it must be done with the oversight of a QM at the time of the occurrence. As every build is different, there are no fixed rules on how to approach this - follow the directions set out by the QM at the time of the event. == Rules of Engagement (PvP) == A word from the staff team: PvP is expected to be relatively rare on OCRP - for the most part, it's expected that players will find other ways to express their discontent if IC player conflict arises. However, it would be foolish of us to assume that it will ''never occur'', so we've done our best to allow for a wide variety of RP scenarios to occur within this framework, while still ensuring that the results are fair to everyone. We also recognize that PvP usually results in at least one involved party being unhappy with the result. However, we ask that you do not use global chats as a way to vent your frustrations after an encounter. If you feel that an encounter was mishandled, please submit a ticket to the Moderation team. === Rules Regarding Player vs Player Conflict === ==== Glossary of Terms ==== * Conflict Circumstances - the IC location and estimated IRL time at which the conflict is set to occur. * Conflict Stakes - the desired outcome of the conflict. This can be: ** An Altercation (player is defeated with some injury, but without lasting wounds), ** A Strike (player is defeated and given a lasting wound), or ** A Character Death (player is killed). * Conflict Method - the means by which the players intend to enact their conflict (i.e. a duel, a trap, a stealthy poisoning, etc). This includes the ''combat mode'' (see below). ==== Types of Conflict ==== ===== Agreeable Conflict ===== An agreeable conflict is ''a conflict where all parties involved have agreed to the stakes of the conflict in advance of the altercation taking place.'' In order for an agreeable conflict to take place: * The group should outline the circumstances, stakes and method for the conflict. * All involved parties should clearly relay their consent to a QM. The QM will then oversee the conflict. * All involved parties should try their best to stick as closely as possible to the outlined details when executing the conflict. Any significant deviation (as determined by the QM) is grounds for the QM to intervene and halt the conflict early. Significant Deviations are defined as ''any major changes in the agreed upon conflict circumstances, stakes, and/or method/s that gives advantage to one party or the other.'' Once these criteria are met, the encounter may proceed as agreed upon. Agreeable conflicts have no limits on the stakes - they may result in a Character Death if both parties agree. ===== Disagreeable Conflict ===== A disagreeable conflict is ''a conflict in which not all parties consent to the conflict in advance of the altercation taking place, or where informing the target of the attack would be undesirable.'' A disagreeable conflict has substantially more steps involved: * The attacker(s) must discuss the following with a QM in order to receive approval for the attack: ** The circumstances, stakes, and intended method of the conflict. ** Sound reasoning for the conflict to occur. ** Sound reasoning as to why there are no other satisfactory resolutions other than a disagreeable conflict. ** Sound reasoning as to why the stakes chosen are necessary. * The attacker(s) must have given at least two IC warnings of clear and impending malice prior to the attack. ** A QM must review these warnings to determine their clarity and whether a reasonable individual would have received them as threats of impending danger. If all these criteria are met and the QM approves the conflict, the attacker(s) may move forward, as agreed upon. Disagreeable conflicts are only limited by the ruling of the QM overseeing the planning of the conflict - a Character Death is possible, but is often considered a last resort.<blockquote>The purpose of Disagreeable Conflicts is to allow players who choose to RP as "villains" or perform actions that the majority of players agree are ICly villainous to be overthrown/defeated, even if they are unwilling to negotiate an Agreeable Conflict to receive an IC punishment for their actions. This is NOT meant to be a common occurrence - if players wish to RP as a villain, they should have plans to allow for their own defeat. However, some villain players may either wish to "be surprised" as to when their downfall could occur, and some players, despite otherwise being good RPers, are simply immmovable when it comes to character deaths. This rule is in place as a "last resort" for those latter individuals.</blockquote> ===== Spontaneous Conflict ===== A spontaneous conflict is ''any conflict that is not agreed upon beforehand and may or may not be overseen by a QM.'' The outcome of a spontaneous attack is determined by whether a QM is available to oversee the conflict after it starts. * If a player is uncomfortable with the spontaneous conflict, they may call for a QM to oversee the situation or nullify the situation if it was failrp to begin with. * If no QM is available to oversee the conflict, the most severe outcome is an Altercation. * If a QM oversees the conflict, the most severe outcome is A Strike. * If the QM deems the situation to be failrp, they may give the antagonist a verbal or written warning. Spontaneous attacks are generally discouraged. ==== Modes of Combat ==== Currently, the staff team recognizes three "modes of combat" as viable for use in-game: Scripted fights, Dice-roll fights, and Mechanics fights. Players must ''both consentually agree to the mode of combat'' as part of an Agreeable Conflict, and in the case of a Disagreeable Conflict, a QM will have final say on the mode of combat. Spontaneous Conflicts are, by their nature, almost always Combat fights. If players are unable to come to an agreement on the mode of combat, the fight is not allowed to continue. Either come to an agreement, or find another way to represent the conflict. ===== Scripted Fights ===== Scripted fights are fights where the parties involved have pre-determined the outcome. The fight itself is carried out through emotes as a way to entertain the audience or to "fill out the details" of the scenario, but the outcome is already fixed before the fight begins. Scripted fights are generally encouraged over dice-roll fights, as they ensure that everyone walks away satisfied from the encounter. ===== Dice-roll Fights ===== Dice-roll fights are fights where the parties involved rely on randomness to determine the outcomes. The precise means through which the dice-rolls are applied is left to the individual scenario, but winners and losers are determined by the randomness of rolls. Dice-roll fights are generally discouraged - the random nature of the fight takes nothing of the characters into consideration, making victories feel hollow and losses feel unavoidable. While some players may choose to make up "modifiers" for their rolls, ''staff will not enforce them as they are arbitrarily decided,'' which means those modifiers must be discussed in advance with the other parties involved in the fight, at which point a scripted fight is usually simpler. (see above) ===== Mechanics Fights ===== Mechanics fights are fights where the parties involved rely on their own Minecraft combat skills to determine the outcomes. Players may use whatever items they have at their disposal to complete the combat as they see fit, so long as they are IC-plausible (i.e. using water/lava buckets would not be considered a "IC-plausible", as characters wouldn't actually be able to hold buckets of water/lava in their pockets) 823c174a26bb90be2e6d3237e2df5ec00e7a8c9f 23 18 2024-05-18T10:09:37Z OCRPNarrator 2 wikitext text/x-wiki Roleplaying requires a certain level of collaboration in storytelling - in most stories, players are pitted against some larger force and act cooperatively to overcome challenges in their way. There may, however, be circumstances in which the story being told pits one player or group against another player or group in direct conflict. In cases such as these, there are strict rules that must be followed to ensure that the outcome of such conflicts resolves in a way that ensures a satisfactory storytelling experience for all involved. == Theft == Stealing is allowed, but must be overseen by a QM before the items are taken. In addition, the following rules must be followed: * Some form of clue must be left. ** This can be a sign with theft text like “the lock has been smashed on the chest”, but it doesn't have to be - it can be a lore’d item, some sort of distinctive "calling card" for your character, or any other item or marking that clearly indicates that someone has been there. If you are unsure if your clue is sufficient, ask a QM! * The goods you steal must remain recoverable in or close to their initial state for at least 10 IRL days unless otherwise stated by a QM. This means that, for example, tools may not have their durability used up completely, crafting materials like ingots may not be crafted into irreversibly altered forms like tools or armor, etc. This allows any investigation RP that follows the theft to result in a positive outcome. * Be reasonable in the amount that you take. Stealing a knapsack is reasonable, emptying someone's entire house is not. How much theft is considered "reasonable" is up to QM discretion, but a good rule of thumb is that you should be stealing only enough to express whatever your character is trying to communicate to the victim, not to ruin someone's day. Any theft outside of moderation purview, in roleplay, will not be accepted and the player will receive a written warning. == Traps == Traps are allowed, but their creation must be overseen by a QM, and must adhere to the following rules: * Traps that are not actively monitored (i.e. the trap-setter is not physically present to disarm it) may not imprison the player. * Traps are limited to Altercation levels of injury without permission from a QM. ** With permission, a trap may count as A Strike, at the QM's discretion. ** Traps will never count as a Character Death. If you are the victim of a trap, please RP the scenario in a respectful way. If you would have a visible injury, RP the injury. If you would have some visible mark left on you, either update your character model or RP the existence of the marking (at the very least, update your character card with the information). == Build Break == Breaking and entering, usually done to participate in a theft, should be handled with care under the following rules: * If a block is "soft", then it is fair game for movement. * If you "shift" a soft block (remove it and replace it later) to get at something underneath or to enter a space, you must leave a sign or other obvious clue indicating as such (i.e. "the flowers have been moved" or "the ground has been disturbed", or perhaps some other obvious change like replacing the dirt with podzol to indicate a change in state - when in doubt, ask a QM if the change is sufficiently "clue-ish") Examples of Soft blocks are flowers, leaves, dirt, clay, sand etc If you wish to destructively modify another person's build, it must be done with the oversight of a QM at the time of the occurrence. As every build is different, there are no fixed rules on how to approach this - follow the directions set out by the QM at the time of the event. == Rules of Engagement (PvP) == A word from the staff team: PvP is expected to be relatively rare on OCRP - for the most part, it's expected that players will find other ways to express their discontent if IC player conflict arises. However, it would be foolish of us to assume that it will ''never occur'', so we've done our best to allow for a wide variety of RP scenarios to occur within this framework, while still ensuring that the results are fair to everyone. We also recognize that PvP usually results in at least one involved party being unhappy with the result. However, we ask that you do not use global chats as a way to vent your frustrations after an encounter. If you feel that an encounter was mishandled, please submit a ticket to the Moderation team. === Rules Regarding Player vs Player Conflict === ==== Glossary of Terms ==== * Conflict Circumstances - the IC location and estimated IRL time at which the conflict is set to occur. * Conflict Stakes - the desired outcome of the conflict. This can be: ** An Altercation (player is defeated with some injury, but without lasting wounds), ** A Strike (player is defeated and given a lasting wound), or ** A Character Death (player is killed). * Conflict Method - the means by which the players intend to enact their conflict (i.e. a duel, a trap, a stealthy poisoning, etc). This includes the ''combat mode'' (see below). ==== Types of Conflict ==== ===== Agreeable Conflict ===== An agreeable conflict is ''a conflict where all parties involved have agreed to the stakes of the conflict in advance of the altercation taking place.'' In order for an agreeable conflict to take place: * The group should outline the circumstances, stakes and method for the conflict. * All involved parties should clearly relay their consent to a QM. The QM will then oversee the conflict. * All involved parties should try their best to stick as closely as possible to the outlined details when executing the conflict. Any significant deviation (as determined by the QM) is grounds for the QM to intervene and halt the conflict early. Significant Deviations are defined as ''any major changes in the agreed upon conflict circumstances, stakes, and/or method/s that gives advantage to one party or the other.'' Once these criteria are met, the encounter may proceed as agreed upon. Agreeable conflicts have no limits on the stakes - they may result in a Character Death if both parties agree. ===== Disagreeable Conflict ===== A disagreeable conflict is ''a conflict in which not all parties consent to the conflict in advance of the altercation taking place, or where informing the target of the attack would be undesirable.'' A disagreeable conflict has substantially more steps involved: * The attacker(s) must discuss the following with a QM in order to receive approval for the attack: ** The circumstances, stakes, and intended method of the conflict. ** Sound reasoning for the conflict to occur. ** Sound reasoning as to why there are no other satisfactory resolutions other than a disagreeable conflict. ** Sound reasoning as to why the stakes chosen are necessary. * The attacker(s) must have given at least two IC warnings of clear and impending malice prior to the attack. ** A QM must review these warnings to determine their clarity and whether a reasonable individual would have received them as threats of impending danger. If all these criteria are met and the QM approves the conflict, the attacker(s) may move forward, as agreed upon. Disagreeable conflicts are only limited by the ruling of the QM overseeing the planning of the conflict - a Character Death is possible, but is often considered a last resort.<blockquote>The purpose of Disagreeable Conflicts is to allow players who choose to RP as "villains" or perform actions that the majority of players agree are ICly villainous to be overthrown/defeated, even if they are unwilling to negotiate an Agreeable Conflict to receive an IC punishment for their actions. This is NOT meant to be a common occurrence - if players wish to RP as a villain, they should have plans to allow for their own defeat. However, some villain players may either wish to "be surprised" as to when their downfall could occur, and some players, despite otherwise being good RPers, are simply immmovable when it comes to character deaths. This rule is in place as a "last resort" for those latter individuals.</blockquote> ===== Spontaneous Conflict ===== A spontaneous conflict is ''any conflict that is not agreed upon beforehand and may or may not be overseen by a QM.'' The outcome of a spontaneous attack is determined by whether a QM is available to oversee the conflict after it starts. * If a player is uncomfortable with the spontaneous conflict, they may call for a QM to oversee the situation or nullify the situation if it was failrp to begin with. * If no QM is available to oversee the conflict, the most severe outcome is an Altercation. * If a QM oversees the conflict, the most severe outcome is A Strike. * If the QM deems the situation to be failrp, they may give the antagonist a verbal or written warning. Spontaneous attacks are generally discouraged. ==== Modes of Combat ==== Currently, the staff team recognizes three "modes of combat" as viable for use in-game: Scripted fights, Dice-roll fights, and Mechanics fights. Players must ''both consentually agree to the mode of combat'' as part of an Agreeable Conflict, and in the case of a Disagreeable Conflict, a QM will have final say on the mode of combat. Spontaneous Conflicts are, by their nature, almost always Combat fights. If players are unable to come to an agreement on the mode of combat, the fight is not allowed to continue. Either come to an agreement, or find another way to represent the conflict. ===== Scripted Fights ===== Scripted fights are fights where the parties involved have pre-determined the outcome. The fight itself is carried out through emotes as a way to entertain the audience or to "fill out the details" of the scenario, but the outcome is already fixed before the fight begins. Scripted fights are generally encouraged over dice-roll fights, as they ensure that everyone walks away satisfied from the encounter. ===== Dice-roll Fights ===== Dice-roll fights are fights where the parties involved rely on randomness to determine the outcomes. The precise means through which the dice-rolls are applied is left to the individual scenario, but winners and losers are determined by the randomness of rolls. Dice-roll fights are generally discouraged - the random nature of the fight takes nothing of the characters into consideration, making victories feel hollow and losses feel unavoidable. While some players may choose to make up "modifiers" for their rolls, ''staff will not enforce them as they are arbitrarily decided,'' which means those modifiers must be discussed in advance with the other parties involved in the fight, at which point a scripted fight is usually simpler. (see above) ===== Mechanics Fights ===== Mechanics fights are fights where the parties involved rely on their own Minecraft combat skills to determine the outcomes. Players may use whatever items they have at their disposal to complete the combat as they see fit, so long as they are IC-plausible (i.e. using water/lava buckets would not be considered a "IC-plausible", as characters wouldn't actually be able to hold buckets of water/lava in their pockets) [[Category:Guides]] 15b2db87dd891720349ef33d61ea9eceaf3c04cd 39 23 2024-05-18T10:19:15Z OCRPNarrator 2 wikitext text/x-wiki {{ooc}} Roleplaying requires a certain level of collaboration in storytelling - in most stories, players are pitted against some larger force and act cooperatively to overcome challenges in their way. There may, however, be circumstances in which the story being told pits one player or group against another player or group in direct conflict. In cases such as these, there are strict rules that must be followed to ensure that the outcome of such conflicts resolves in a way that ensures a satisfactory storytelling experience for all involved. == Theft == Stealing is allowed, but must be overseen by a QM before the items are taken. In addition, the following rules must be followed: * Some form of clue must be left. ** This can be a sign with theft text like “the lock has been smashed on the chest”, but it doesn't have to be - it can be a lore’d item, some sort of distinctive "calling card" for your character, or any other item or marking that clearly indicates that someone has been there. If you are unsure if your clue is sufficient, ask a QM! * The goods you steal must remain recoverable in or close to their initial state for at least 10 IRL days unless otherwise stated by a QM. This means that, for example, tools may not have their durability used up completely, crafting materials like ingots may not be crafted into irreversibly altered forms like tools or armor, etc. This allows any investigation RP that follows the theft to result in a positive outcome. * Be reasonable in the amount that you take. Stealing a knapsack is reasonable, emptying someone's entire house is not. How much theft is considered "reasonable" is up to QM discretion, but a good rule of thumb is that you should be stealing only enough to express whatever your character is trying to communicate to the victim, not to ruin someone's day. Any theft outside of moderation purview, in roleplay, will not be accepted and the player will receive a written warning. == Traps == Traps are allowed, but their creation must be overseen by a QM, and must adhere to the following rules: * Traps that are not actively monitored (i.e. the trap-setter is not physically present to disarm it) may not imprison the player. * Traps are limited to Altercation levels of injury without permission from a QM. ** With permission, a trap may count as A Strike, at the QM's discretion. ** Traps will never count as a Character Death. If you are the victim of a trap, please RP the scenario in a respectful way. If you would have a visible injury, RP the injury. If you would have some visible mark left on you, either update your character model or RP the existence of the marking (at the very least, update your character card with the information). == Build Break == Breaking and entering, usually done to participate in a theft, should be handled with care under the following rules: * If a block is "soft", then it is fair game for movement. * If you "shift" a soft block (remove it and replace it later) to get at something underneath or to enter a space, you must leave a sign or other obvious clue indicating as such (i.e. "the flowers have been moved" or "the ground has been disturbed", or perhaps some other obvious change like replacing the dirt with podzol to indicate a change in state - when in doubt, ask a QM if the change is sufficiently "clue-ish") Examples of Soft blocks are flowers, leaves, dirt, clay, sand etc If you wish to destructively modify another person's build, it must be done with the oversight of a QM at the time of the occurrence. As every build is different, there are no fixed rules on how to approach this - follow the directions set out by the QM at the time of the event. == Rules of Engagement (PvP) == A word from the staff team: PvP is expected to be relatively rare on OCRP - for the most part, it's expected that players will find other ways to express their discontent if IC player conflict arises. However, it would be foolish of us to assume that it will ''never occur'', so we've done our best to allow for a wide variety of RP scenarios to occur within this framework, while still ensuring that the results are fair to everyone. We also recognize that PvP usually results in at least one involved party being unhappy with the result. However, we ask that you do not use global chats as a way to vent your frustrations after an encounter. If you feel that an encounter was mishandled, please submit a ticket to the Moderation team. === Rules Regarding Player vs Player Conflict === ==== Glossary of Terms ==== * Conflict Circumstances - the IC location and estimated IRL time at which the conflict is set to occur. * Conflict Stakes - the desired outcome of the conflict. This can be: ** An Altercation (player is defeated with some injury, but without lasting wounds), ** A Strike (player is defeated and given a lasting wound), or ** A Character Death (player is killed). * Conflict Method - the means by which the players intend to enact their conflict (i.e. a duel, a trap, a stealthy poisoning, etc). This includes the ''combat mode'' (see below). ==== Types of Conflict ==== ===== Agreeable Conflict ===== An agreeable conflict is ''a conflict where all parties involved have agreed to the stakes of the conflict in advance of the altercation taking place.'' In order for an agreeable conflict to take place: * The group should outline the circumstances, stakes and method for the conflict. * All involved parties should clearly relay their consent to a QM. The QM will then oversee the conflict. * All involved parties should try their best to stick as closely as possible to the outlined details when executing the conflict. Any significant deviation (as determined by the QM) is grounds for the QM to intervene and halt the conflict early. Significant Deviations are defined as ''any major changes in the agreed upon conflict circumstances, stakes, and/or method/s that gives advantage to one party or the other.'' Once these criteria are met, the encounter may proceed as agreed upon. Agreeable conflicts have no limits on the stakes - they may result in a Character Death if both parties agree. ===== Disagreeable Conflict ===== A disagreeable conflict is ''a conflict in which not all parties consent to the conflict in advance of the altercation taking place, or where informing the target of the attack would be undesirable.'' A disagreeable conflict has substantially more steps involved: * The attacker(s) must discuss the following with a QM in order to receive approval for the attack: ** The circumstances, stakes, and intended method of the conflict. ** Sound reasoning for the conflict to occur. ** Sound reasoning as to why there are no other satisfactory resolutions other than a disagreeable conflict. ** Sound reasoning as to why the stakes chosen are necessary. * The attacker(s) must have given at least two IC warnings of clear and impending malice prior to the attack. ** A QM must review these warnings to determine their clarity and whether a reasonable individual would have received them as threats of impending danger. If all these criteria are met and the QM approves the conflict, the attacker(s) may move forward, as agreed upon. Disagreeable conflicts are only limited by the ruling of the QM overseeing the planning of the conflict - a Character Death is possible, but is often considered a last resort.<blockquote>The purpose of Disagreeable Conflicts is to allow players who choose to RP as "villains" or perform actions that the majority of players agree are ICly villainous to be overthrown/defeated, even if they are unwilling to negotiate an Agreeable Conflict to receive an IC punishment for their actions. This is NOT meant to be a common occurrence - if players wish to RP as a villain, they should have plans to allow for their own defeat. However, some villain players may either wish to "be surprised" as to when their downfall could occur, and some players, despite otherwise being good RPers, are simply immmovable when it comes to character deaths. This rule is in place as a "last resort" for those latter individuals.</blockquote> ===== Spontaneous Conflict ===== A spontaneous conflict is ''any conflict that is not agreed upon beforehand and may or may not be overseen by a QM.'' The outcome of a spontaneous attack is determined by whether a QM is available to oversee the conflict after it starts. * If a player is uncomfortable with the spontaneous conflict, they may call for a QM to oversee the situation or nullify the situation if it was failrp to begin with. * If no QM is available to oversee the conflict, the most severe outcome is an Altercation. * If a QM oversees the conflict, the most severe outcome is A Strike. * If the QM deems the situation to be failrp, they may give the antagonist a verbal or written warning. Spontaneous attacks are generally discouraged. ==== Modes of Combat ==== Currently, the staff team recognizes three "modes of combat" as viable for use in-game: Scripted fights, Dice-roll fights, and Mechanics fights. Players must ''both consentually agree to the mode of combat'' as part of an Agreeable Conflict, and in the case of a Disagreeable Conflict, a QM will have final say on the mode of combat. Spontaneous Conflicts are, by their nature, almost always Combat fights. If players are unable to come to an agreement on the mode of combat, the fight is not allowed to continue. Either come to an agreement, or find another way to represent the conflict. ===== Scripted Fights ===== Scripted fights are fights where the parties involved have pre-determined the outcome. The fight itself is carried out through emotes as a way to entertain the audience or to "fill out the details" of the scenario, but the outcome is already fixed before the fight begins. Scripted fights are generally encouraged over dice-roll fights, as they ensure that everyone walks away satisfied from the encounter. ===== Dice-roll Fights ===== Dice-roll fights are fights where the parties involved rely on randomness to determine the outcomes. The precise means through which the dice-rolls are applied is left to the individual scenario, but winners and losers are determined by the randomness of rolls. Dice-roll fights are generally discouraged - the random nature of the fight takes nothing of the characters into consideration, making victories feel hollow and losses feel unavoidable. While some players may choose to make up "modifiers" for their rolls, ''staff will not enforce them as they are arbitrarily decided,'' which means those modifiers must be discussed in advance with the other parties involved in the fight, at which point a scripted fight is usually simpler. (see above) ===== Mechanics Fights ===== Mechanics fights are fights where the parties involved rely on their own Minecraft combat skills to determine the outcomes. Players may use whatever items they have at their disposal to complete the combat as they see fit, so long as they are IC-plausible (i.e. using water/lava buckets would not be considered a "IC-plausible", as characters wouldn't actually be able to hold buckets of water/lava in their pockets) [[Category:Guides]] 10d0093ec57163a7c6e508222912564577d4f6a5 Mechanical Death and MedRP Guide 0 9 19 2024-05-18T08:58:58Z SerenityBee 7 created page port from old wiki wikitext text/x-wiki The Medical Roleplay Guidelines detail how we handle mechanical deaths, character deaths, and injuries. We use a system called the ''Three-Strike System'', which allows you a great deal more flexibility in avoiding a character death. == General Guidelines == === Mechanical Death is not Character Death === Unless you've done something truly, egregiously stupid (like bathing in lava or leaping from the top of a mountain), your first death (and usually, your second as well) will result in an injury, rather than a death. When you finally reach your "final strike", you will receive "death RP" - a brief sequence run by a QM that allows you to create closure for your character. === Having a doctor treat your injuries is helpful, not essential === We get it - sometimes, you're online alone or at a time where a doctor isn't available, and you go down. That's OK - not receiving medRP from a licensed doctor is not going to kill you or give you more strikes. We'll allow you to conduct some "makeshift field medicine" to patch yourself back up: it's not as sanitary, and it won't be as good as a doctor's handiwork, but you'll live. The benefits of having a doctor treat you are that ''the lasting effects are likely to be less than what they would be if self-care is used.'' This means that doctors are still ''important'' - a wound that might leave you limping for weeks may be avoided entirely if a doctor sets the broken bone, for example - but the lack of an available player is not a death sentence. === Don't be reckless or abuse strikes === Just because we have these rules in place, doesn't mean you should metagame with this knowledge in mind. Don't go leaping from buildings or doing crazy shenanigans just because you're on your first strike and the penalties will be lessened. If we catch people abusing this, staff do have the right to give you more than one strike if they deem it necessary. === Staff can make exceptions === If something went awry, staff can choose to declare a strike void. Likewise, if a discussion is had beforehand, staff can also declare a death to count for more than one strike (i.e. if someone chooses to "go out fighting", staff can allow a character to do so and go straight to third-strike). == The Three Strike System == === First Strike - Lesser Wound === Upon mechanical death, characters are presumed to still be able to walk back to the nearest encampment/outpost/gathering and receive medical oversight there, as their injuries are minor. Once there, they may receive medical RP. First-strike injuries are relatively minor; lascerations, heavy bruising, concussions, etc. The associated effects will be relatively minor / short-term as well * RP-able trauma (i.e. "you're scared to fight bears now", "your close scrape with death makes you more hesitant to explore the wild", etc) * short-term mechanical injuries (i.e. Slowness I for a day or two, unable to use your off-hand until healed, etc.) * Injuries that play directly into ongoing character RP (i.e. if a character was trying to grow a long beard, perhaps their beard was cut short / burned off) At this point, players should be aware that their next injury won’t be something they can simply “walk off”. It will be crippling at the time of the injury (so don’t travel alone), and it will have long-term repercussions. === Second Strike - Greater Wound === Upon mechanical death, players are presumed to be injured enough not to be able to move without assistance. They will need the aid of another, or they will have to use self-care to attempt to patch themselves up where they are. Second-strike injuries are much more significant than first-strike injuries: major wounds, crippling injuries, significant blood loss, internal trauma, etc. The effects associated will be more significant as well: * Permanent debuffs (a “bum leg” that gives permanent slowness I) * Infections that must be managed or else cause further harm * Other creative consequences related to the injuries. At this point, players should be aware that due to their now-ongoing injuries, any further mechanical deaths will result in a permanent character death. === Third Strike - Character Death === Subjects are no longer eligible to receive medRP. The QM may use discretion to determine if they are close enough to call out for others nearby/stumble into town if close enough in order to facilitate better deathRP, but no medical assistance can be provided. At this point, a QM will handle deathRP to provide a conclusion to their character. Upon mechanical death, players can coordinate with a QM to determine the best way to provide closure for their character. Options may include (but are not limited to): * A brief time to speak to nearby players and say their goodbyes before passing on, * A journal/”last will” that is written and found later, * A “death throes” encounter with whatever belief system they held in life, * The development of a small plot hook for other players to find (at QM discretion) At this point, players should be aware that after their deathRP is complete, their character is formally and finally deceased. After the loss of a character, we recommend that players take a few days off to contemplate a new character, rather than rushing into the creation of a new one. The loss of a character can be upsetting, and it's usually best to not make RP-related decisions until you've had time to calm down a bit. 6a11a149d829bf7218ef4ae67e3715477de76232 21 19 2024-05-18T10:08:22Z OCRPNarrator 2 wikitext text/x-wiki The Medical Roleplay Guidelines detail how we handle mechanical deaths, character deaths, and injuries. We use a system called the ''Three-Strike System'', which allows you a great deal more flexibility in avoiding a character death. == General Guidelines == === Mechanical Death is not Character Death === Unless you've done something truly, egregiously stupid (like bathing in lava or leaping from the top of a mountain), your first death (and usually, your second as well) will result in an injury, rather than a death. When you finally reach your "final strike", you will receive "death RP" - a brief sequence run by a QM that allows you to create closure for your character. === Having a doctor treat your injuries is helpful, not essential === We get it - sometimes, you're online alone or at a time where a doctor isn't available, and you go down. That's OK - not receiving medRP from a licensed doctor is not going to kill you or give you more strikes. We'll allow you to conduct some "makeshift field medicine" to patch yourself back up: it's not as sanitary, and it won't be as good as a doctor's handiwork, but you'll live. The benefits of having a doctor treat you are that ''the lasting effects are likely to be less than what they would be if self-care is used.'' This means that doctors are still ''important'' - a wound that might leave you limping for weeks may be avoided entirely if a doctor sets the broken bone, for example - but the lack of an available player is not a death sentence. === Don't be reckless or abuse strikes === Just because we have these rules in place, doesn't mean you should metagame with this knowledge in mind. Don't go leaping from buildings or doing crazy shenanigans just because you're on your first strike and the penalties will be lessened. If we catch people abusing this, staff do have the right to give you more than one strike if they deem it necessary. === Staff can make exceptions === If something went awry, staff can choose to declare a strike void. Likewise, if a discussion is had beforehand, staff can also declare a death to count for more than one strike (i.e. if someone chooses to "go out fighting", staff can allow a character to do so and go straight to third-strike). == The Three Strike System == === First Strike - Lesser Wound === Upon mechanical death, characters are presumed to still be able to walk back to the nearest encampment/outpost/gathering and receive medical oversight there, as their injuries are minor. Once there, they may receive medical RP. First-strike injuries are relatively minor; lascerations, heavy bruising, concussions, etc. The associated effects will be relatively minor / short-term as well * RP-able trauma (i.e. "you're scared to fight bears now", "your close scrape with death makes you more hesitant to explore the wild", etc) * short-term mechanical injuries (i.e. Slowness I for a day or two, unable to use your off-hand until healed, etc.) * Injuries that play directly into ongoing character RP (i.e. if a character was trying to grow a long beard, perhaps their beard was cut short / burned off) At this point, players should be aware that their next injury won’t be something they can simply “walk off”. It will be crippling at the time of the injury (so don’t travel alone), and it will have long-term repercussions. === Second Strike - Greater Wound === Upon mechanical death, players are presumed to be injured enough not to be able to move without assistance. They will need the aid of another, or they will have to use self-care to attempt to patch themselves up where they are. Second-strike injuries are much more significant than first-strike injuries: major wounds, crippling injuries, significant blood loss, internal trauma, etc. The effects associated will be more significant as well: * Permanent debuffs (a “bum leg” that gives permanent slowness I) * Infections that must be managed or else cause further harm * Other creative consequences related to the injuries. At this point, players should be aware that due to their now-ongoing injuries, any further mechanical deaths will result in a permanent character death. === Third Strike - Character Death === Subjects are no longer eligible to receive medRP. The QM may use discretion to determine if they are close enough to call out for others nearby/stumble into town if close enough in order to facilitate better deathRP, but no medical assistance can be provided. At this point, a QM will handle deathRP to provide a conclusion to their character. Upon mechanical death, players can coordinate with a QM to determine the best way to provide closure for their character. Options may include (but are not limited to): * A brief time to speak to nearby players and say their goodbyes before passing on, * A journal/”last will” that is written and found later, * A “death throes” encounter with whatever belief system they held in life, * The development of a small plot hook for other players to find (at QM discretion) At this point, players should be aware that after their deathRP is complete, their character is formally and finally deceased. After the loss of a character, we recommend that players take a few days off to contemplate a new character, rather than rushing into the creation of a new one. The loss of a character can be upsetting, and it's usually best to not make RP-related decisions until you've had time to calm down a bit. [[category:guides]] 14fb61efbfab75cea6657c22845ecdc43eaf3137 32 21 2024-05-18T10:15:47Z OCRPNarrator 2 wikitext text/x-wiki {{template:ooc}} The Medical Roleplay Guidelines detail how we handle mechanical deaths, character deaths, and injuries. We use a system called the ''Three-Strike System'', which allows you a great deal more flexibility in avoiding a character death. == General Guidelines == === Mechanical Death is not Character Death === Unless you've done something truly, egregiously stupid (like bathing in lava or leaping from the top of a mountain), your first death (and usually, your second as well) will result in an injury, rather than a death. When you finally reach your "final strike", you will receive "death RP" - a brief sequence run by a QM that allows you to create closure for your character. === Having a doctor treat your injuries is helpful, not essential === We get it - sometimes, you're online alone or at a time where a doctor isn't available, and you go down. That's OK - not receiving medRP from a licensed doctor is not going to kill you or give you more strikes. We'll allow you to conduct some "makeshift field medicine" to patch yourself back up: it's not as sanitary, and it won't be as good as a doctor's handiwork, but you'll live. The benefits of having a doctor treat you are that ''the lasting effects are likely to be less than what they would be if self-care is used.'' This means that doctors are still ''important'' - a wound that might leave you limping for weeks may be avoided entirely if a doctor sets the broken bone, for example - but the lack of an available player is not a death sentence. === Don't be reckless or abuse strikes === Just because we have these rules in place, doesn't mean you should metagame with this knowledge in mind. Don't go leaping from buildings or doing crazy shenanigans just because you're on your first strike and the penalties will be lessened. If we catch people abusing this, staff do have the right to give you more than one strike if they deem it necessary. === Staff can make exceptions === If something went awry, staff can choose to declare a strike void. Likewise, if a discussion is had beforehand, staff can also declare a death to count for more than one strike (i.e. if someone chooses to "go out fighting", staff can allow a character to do so and go straight to third-strike). == The Three Strike System == === First Strike - Lesser Wound === Upon mechanical death, characters are presumed to still be able to walk back to the nearest encampment/outpost/gathering and receive medical oversight there, as their injuries are minor. Once there, they may receive medical RP. First-strike injuries are relatively minor; lascerations, heavy bruising, concussions, etc. The associated effects will be relatively minor / short-term as well * RP-able trauma (i.e. "you're scared to fight bears now", "your close scrape with death makes you more hesitant to explore the wild", etc) * short-term mechanical injuries (i.e. Slowness I for a day or two, unable to use your off-hand until healed, etc.) * Injuries that play directly into ongoing character RP (i.e. if a character was trying to grow a long beard, perhaps their beard was cut short / burned off) At this point, players should be aware that their next injury won’t be something they can simply “walk off”. It will be crippling at the time of the injury (so don’t travel alone), and it will have long-term repercussions. === Second Strike - Greater Wound === Upon mechanical death, players are presumed to be injured enough not to be able to move without assistance. They will need the aid of another, or they will have to use self-care to attempt to patch themselves up where they are. Second-strike injuries are much more significant than first-strike injuries: major wounds, crippling injuries, significant blood loss, internal trauma, etc. The effects associated will be more significant as well: * Permanent debuffs (a “bum leg” that gives permanent slowness I) * Infections that must be managed or else cause further harm * Other creative consequences related to the injuries. At this point, players should be aware that due to their now-ongoing injuries, any further mechanical deaths will result in a permanent character death. === Third Strike - Character Death === Subjects are no longer eligible to receive medRP. The QM may use discretion to determine if they are close enough to call out for others nearby/stumble into town if close enough in order to facilitate better deathRP, but no medical assistance can be provided. At this point, a QM will handle deathRP to provide a conclusion to their character. Upon mechanical death, players can coordinate with a QM to determine the best way to provide closure for their character. Options may include (but are not limited to): * A brief time to speak to nearby players and say their goodbyes before passing on, * A journal/”last will” that is written and found later, * A “death throes” encounter with whatever belief system they held in life, * The development of a small plot hook for other players to find (at QM discretion) At this point, players should be aware that after their deathRP is complete, their character is formally and finally deceased. After the loss of a character, we recommend that players take a few days off to contemplate a new character, rather than rushing into the creation of a new one. The loss of a character can be upsetting, and it's usually best to not make RP-related decisions until you've had time to calm down a bit. [[category:guides]] e007c847c494d0f6f09fa1f2fd4bead248f26b86 33 32 2024-05-18T10:16:03Z OCRPNarrator 2 wikitext text/x-wiki {{template:ooc}} The Medical Roleplay Guidelines detail how we handle mechanical deaths, character deaths, and injuries. We use a system called the ''Three-Strike System'', which allows you a great deal more flexibility in avoiding a character death. == General Guidelines == === Mechanical Death is not Character Death === Unless you've done something truly, egregiously stupid (like bathing in lava or leaping from the top of a mountain), your first death (and usually, your second as well) will result in an injury, rather than a death. When you finally reach your "final strike", you will receive "death RP" - a brief sequence run by a QM that allows you to create closure for your character. === Having a doctor treat your injuries is helpful, not essential === We get it - sometimes, you're online alone or at a time where a doctor isn't available, and you go down. That's OK - not receiving medRP from a licensed doctor is not going to kill you or give you more strikes. We'll allow you to conduct some "makeshift field medicine" to patch yourself back up: it's not as sanitary, and it won't be as good as a doctor's handiwork, but you'll live. The benefits of having a doctor treat you are that ''the lasting effects are likely to be less than what they would be if self-care is used.'' This means that doctors are still ''important'' - a wound that might leave you limping for weeks may be avoided entirely if a doctor sets the broken bone, for example - but the lack of an available player is not a death sentence. === Don't be reckless or abuse strikes === Just because we have these rules in place, doesn't mean you should metagame with this knowledge in mind. Don't go leaping from buildings or doing crazy shenanigans just because you're on your first strike and the penalties will be lessened. If we catch people abusing this, staff do have the right to give you more than one strike if they deem it necessary. === Staff can make exceptions === If something went awry, staff can choose to declare a strike void. Likewise, if a discussion is had beforehand, staff can also declare a death to count for more than one strike (i.e. if someone chooses to "go out fighting", staff can allow a character to do so and go straight to third-strike). == The Three Strike System == === First Strike - Lesser Wound === Upon mechanical death, characters are presumed to still be able to walk back to the nearest encampment/outpost/gathering and receive medical oversight there, as their injuries are minor. Once there, they may receive medical RP. First-strike injuries are relatively minor; lascerations, heavy bruising, concussions, etc. The associated effects will be relatively minor / short-term as well * RP-able trauma (i.e. "you're scared to fight bears now", "your close scrape with death makes you more hesitant to explore the wild", etc) * short-term mechanical injuries (i.e. Slowness I for a day or two, unable to use your off-hand until healed, etc.) * Injuries that play directly into ongoing character RP (i.e. if a character was trying to grow a long beard, perhaps their beard was cut short / burned off) At this point, players should be aware that their next injury won’t be something they can simply “walk off”. It will be crippling at the time of the injury (so don’t travel alone), and it will have long-term repercussions. === Second Strike - Greater Wound === Upon mechanical death, players are presumed to be injured enough not to be able to move without assistance. They will need the aid of another, or they will have to use self-care to attempt to patch themselves up where they are. Second-strike injuries are much more significant than first-strike injuries: major wounds, crippling injuries, significant blood loss, internal trauma, etc. The effects associated will be more significant as well: * Permanent debuffs (a “bum leg” that gives permanent slowness I) * Infections that must be managed or else cause further harm * Other creative consequences related to the injuries. At this point, players should be aware that due to their now-ongoing injuries, any further mechanical deaths will result in a permanent character death. === Third Strike - Character Death === Subjects are no longer eligible to receive medRP. The QM may use discretion to determine if they are close enough to call out for others nearby/stumble into town if close enough in order to facilitate better deathRP, but no medical assistance can be provided. At this point, a QM will handle deathRP to provide a conclusion to their character. Upon mechanical death, players can coordinate with a QM to determine the best way to provide closure for their character. Options may include (but are not limited to): * A brief time to speak to nearby players and say their goodbyes before passing on, * A journal/”last will” that is written and found later, * A “death throes” encounter with whatever belief system they held in life, * The development of a small plot hook for other players to find (at QM discretion) At this point, players should be aware that after their deathRP is complete, their character is formally and finally deceased. After the loss of a character, we recommend that players take a few days off to contemplate a new character, rather than rushing into the creation of a new one. The loss of a character can be upsetting, and it's usually best to not make RP-related decisions until you've had time to calm down a bit. [[category:guides]] 193b2af2950efa2d83a69b9e82bfa632d36a288b 34 33 2024-05-18T10:16:51Z OCRPNarrator 2 wikitext text/x-wiki {{header|ooc}} The Medical Roleplay Guidelines detail how we handle mechanical deaths, character deaths, and injuries. We use a system called the ''Three-Strike System'', which allows you a great deal more flexibility in avoiding a character death. == General Guidelines == === Mechanical Death is not Character Death === Unless you've done something truly, egregiously stupid (like bathing in lava or leaping from the top of a mountain), your first death (and usually, your second as well) will result in an injury, rather than a death. When you finally reach your "final strike", you will receive "death RP" - a brief sequence run by a QM that allows you to create closure for your character. === Having a doctor treat your injuries is helpful, not essential === We get it - sometimes, you're online alone or at a time where a doctor isn't available, and you go down. That's OK - not receiving medRP from a licensed doctor is not going to kill you or give you more strikes. We'll allow you to conduct some "makeshift field medicine" to patch yourself back up: it's not as sanitary, and it won't be as good as a doctor's handiwork, but you'll live. The benefits of having a doctor treat you are that ''the lasting effects are likely to be less than what they would be if self-care is used.'' This means that doctors are still ''important'' - a wound that might leave you limping for weeks may be avoided entirely if a doctor sets the broken bone, for example - but the lack of an available player is not a death sentence. === Don't be reckless or abuse strikes === Just because we have these rules in place, doesn't mean you should metagame with this knowledge in mind. Don't go leaping from buildings or doing crazy shenanigans just because you're on your first strike and the penalties will be lessened. If we catch people abusing this, staff do have the right to give you more than one strike if they deem it necessary. === Staff can make exceptions === If something went awry, staff can choose to declare a strike void. Likewise, if a discussion is had beforehand, staff can also declare a death to count for more than one strike (i.e. if someone chooses to "go out fighting", staff can allow a character to do so and go straight to third-strike). == The Three Strike System == === First Strike - Lesser Wound === Upon mechanical death, characters are presumed to still be able to walk back to the nearest encampment/outpost/gathering and receive medical oversight there, as their injuries are minor. Once there, they may receive medical RP. First-strike injuries are relatively minor; lascerations, heavy bruising, concussions, etc. The associated effects will be relatively minor / short-term as well * RP-able trauma (i.e. "you're scared to fight bears now", "your close scrape with death makes you more hesitant to explore the wild", etc) * short-term mechanical injuries (i.e. Slowness I for a day or two, unable to use your off-hand until healed, etc.) * Injuries that play directly into ongoing character RP (i.e. if a character was trying to grow a long beard, perhaps their beard was cut short / burned off) At this point, players should be aware that their next injury won’t be something they can simply “walk off”. It will be crippling at the time of the injury (so don’t travel alone), and it will have long-term repercussions. === Second Strike - Greater Wound === Upon mechanical death, players are presumed to be injured enough not to be able to move without assistance. They will need the aid of another, or they will have to use self-care to attempt to patch themselves up where they are. Second-strike injuries are much more significant than first-strike injuries: major wounds, crippling injuries, significant blood loss, internal trauma, etc. The effects associated will be more significant as well: * Permanent debuffs (a “bum leg” that gives permanent slowness I) * Infections that must be managed or else cause further harm * Other creative consequences related to the injuries. At this point, players should be aware that due to their now-ongoing injuries, any further mechanical deaths will result in a permanent character death. === Third Strike - Character Death === Subjects are no longer eligible to receive medRP. The QM may use discretion to determine if they are close enough to call out for others nearby/stumble into town if close enough in order to facilitate better deathRP, but no medical assistance can be provided. At this point, a QM will handle deathRP to provide a conclusion to their character. Upon mechanical death, players can coordinate with a QM to determine the best way to provide closure for their character. Options may include (but are not limited to): * A brief time to speak to nearby players and say their goodbyes before passing on, * A journal/”last will” that is written and found later, * A “death throes” encounter with whatever belief system they held in life, * The development of a small plot hook for other players to find (at QM discretion) At this point, players should be aware that after their deathRP is complete, their character is formally and finally deceased. After the loss of a character, we recommend that players take a few days off to contemplate a new character, rather than rushing into the creation of a new one. The loss of a character can be upsetting, and it's usually best to not make RP-related decisions until you've had time to calm down a bit. [[category:guides]] 8e3334b168b073874ba2597b85ee1601e7f07717 38 34 2024-05-18T10:18:10Z OCRPNarrator 2 wikitext text/x-wiki {{ooc}} The Medical Roleplay Guidelines detail how we handle mechanical deaths, character deaths, and injuries. We use a system called the ''Three-Strike System'', which allows you a great deal more flexibility in avoiding a character death. == General Guidelines == === Mechanical Death is not Character Death === Unless you've done something truly, egregiously stupid (like bathing in lava or leaping from the top of a mountain), your first death (and usually, your second as well) will result in an injury, rather than a death. When you finally reach your "final strike", you will receive "death RP" - a brief sequence run by a QM that allows you to create closure for your character. === Having a doctor treat your injuries is helpful, not essential === We get it - sometimes, you're online alone or at a time where a doctor isn't available, and you go down. That's OK - not receiving medRP from a licensed doctor is not going to kill you or give you more strikes. We'll allow you to conduct some "makeshift field medicine" to patch yourself back up: it's not as sanitary, and it won't be as good as a doctor's handiwork, but you'll live. The benefits of having a doctor treat you are that ''the lasting effects are likely to be less than what they would be if self-care is used.'' This means that doctors are still ''important'' - a wound that might leave you limping for weeks may be avoided entirely if a doctor sets the broken bone, for example - but the lack of an available player is not a death sentence. === Don't be reckless or abuse strikes === Just because we have these rules in place, doesn't mean you should metagame with this knowledge in mind. Don't go leaping from buildings or doing crazy shenanigans just because you're on your first strike and the penalties will be lessened. If we catch people abusing this, staff do have the right to give you more than one strike if they deem it necessary. === Staff can make exceptions === If something went awry, staff can choose to declare a strike void. Likewise, if a discussion is had beforehand, staff can also declare a death to count for more than one strike (i.e. if someone chooses to "go out fighting", staff can allow a character to do so and go straight to third-strike). == The Three Strike System == === First Strike - Lesser Wound === Upon mechanical death, characters are presumed to still be able to walk back to the nearest encampment/outpost/gathering and receive medical oversight there, as their injuries are minor. Once there, they may receive medical RP. First-strike injuries are relatively minor; lascerations, heavy bruising, concussions, etc. The associated effects will be relatively minor / short-term as well * RP-able trauma (i.e. "you're scared to fight bears now", "your close scrape with death makes you more hesitant to explore the wild", etc) * short-term mechanical injuries (i.e. Slowness I for a day or two, unable to use your off-hand until healed, etc.) * Injuries that play directly into ongoing character RP (i.e. if a character was trying to grow a long beard, perhaps their beard was cut short / burned off) At this point, players should be aware that their next injury won’t be something they can simply “walk off”. It will be crippling at the time of the injury (so don’t travel alone), and it will have long-term repercussions. === Second Strike - Greater Wound === Upon mechanical death, players are presumed to be injured enough not to be able to move without assistance. They will need the aid of another, or they will have to use self-care to attempt to patch themselves up where they are. Second-strike injuries are much more significant than first-strike injuries: major wounds, crippling injuries, significant blood loss, internal trauma, etc. The effects associated will be more significant as well: * Permanent debuffs (a “bum leg” that gives permanent slowness I) * Infections that must be managed or else cause further harm * Other creative consequences related to the injuries. At this point, players should be aware that due to their now-ongoing injuries, any further mechanical deaths will result in a permanent character death. === Third Strike - Character Death === Subjects are no longer eligible to receive medRP. The QM may use discretion to determine if they are close enough to call out for others nearby/stumble into town if close enough in order to facilitate better deathRP, but no medical assistance can be provided. At this point, a QM will handle deathRP to provide a conclusion to their character. Upon mechanical death, players can coordinate with a QM to determine the best way to provide closure for their character. Options may include (but are not limited to): * A brief time to speak to nearby players and say their goodbyes before passing on, * A journal/”last will” that is written and found later, * A “death throes” encounter with whatever belief system they held in life, * The development of a small plot hook for other players to find (at QM discretion) At this point, players should be aware that after their deathRP is complete, their character is formally and finally deceased. After the loss of a character, we recommend that players take a few days off to contemplate a new character, rather than rushing into the creation of a new one. The loss of a character can be upsetting, and it's usually best to not make RP-related decisions until you've had time to calm down a bit. [[category:guides]] dfe75258be366f6be71a963a6c229d2707f606ac Guidelines for Acceptable Figura Models 0 10 20 2024-05-18T09:07:36Z SerenityBee 7 created page port from old wiki wikitext text/x-wiki The Figura Acceptable Model Guidelines are the rules surrounding what we consider a permissable player model. If your model does not meet these standards, a staff member may ask you to change/update your model to better fit these guidelines. For egregious cases (i.e. nude models, gore, intentionally-disruptive models, etc) we may temporary de-whitelist you until the matter is resolved. Much of these rules are based on the standard [https://www.blockbench.net/wiki/guides/minecraft-style-guide/ Minecraft Style Guide/], which is also a standard we use when judging proposed art assets as well as player models. The following rules, accompanied by the MC Style Guide, should be taken into consideration when designing any art asset you wish to use on the server, including (and especially) your character model. To view this page in an illustrated format, click here! (Link not yet available) == Banned Elements == === Nudity === This should go without saying. Violation of this guideline is also a violation of our rules and will likely get you banned. === Extreme-resolution textures === Character models should not feel out-of-place within a Minecraft world - as such, elements should not have excessively hi-def textures applied to them. As a general rule, anything above 128x128 is too high for an element of your model. === Extreme-fidelity models === Highly-detailed models are just as out-of-place as high-def textures - in addition, these are "heavy" models for clients to load and render. Models with 100+ cubes, excessively-rounded elements, etc are not allowed. === Excessively large/complex/disruptive animations === Animations can add life to a model, but should be used sparingly. If your animation takes longer than a couple seconds to play, it's too long. === Lore-inconsistent models or skins === Your character model, and all its details, should be lore-appropriate. Bring a model of a robot into a medieval fantasy setting is not an appropriate use of Figura models. === Excessive/inappropriate physics === Do NOT use animation/physics code to add "jiggle physics" or any similar concepts to your model. Hair/cloth physics is fine ''when used sparingly''. Keep in mind the rendering cost of such features - not everyone has a strong computer. == Requires Permission In Advance == === Animating over vanilla actions === It is possible to replace vanilla animations such as walk, sneak, crouch, etc. However, this is usually a bad idea for various reasons, and you should check with a staff member before doing this. === Sound Effects === Sounds as part of models is ''almost always'' more of a nuisance than it is a boon - please check with staff before doing this. === Unofficial "body part model modifications" === Some characters may be able to earn/create "extensions" of their model, i.e. wings, mechanical alterations, etc. These do, however, need to be earned in-character and approved in advance before they are added to your model. === Unusually-scaled models === We provide guidelines on the height ranges for characters - if you want to play a character outside of those ranges, ask first. == Use common sense / discretion == === Complex animations === If your animation takes longer than 10 seconds, consider shortening it. === Anything "unusual" === Generally just...use common sense. Figura provides infinite possibilities, but not all of those possibilities are RP-appropriate. Use your discretion, or ask a staff member. === Breasts and/or unusual detailing on characters === Breasts on models has been a controversial topic in the past, so we've come to a compromise: characters may have 3d-modeled breasts on characters if they follow these guidelines: * they must be modest and reasonably sized for the character (no anime-style shenanigans) * they must be ''user-togglable'' - we have a script for this that we can provide. This suitably allows players to represent their characters as they see fit, while also allowing those who find blocky boobs on a character model to be cosmetically annoying to toggle them off. This rule may also be applied to certain character elements that players may find upsetting - spider legs for arachnophobes, for example, require a user-configurable cosmetic toggle. For those who wish to use user-togglable features, include this function in your Lua script:<syntaxhighlight lang="lua"> local function cosmeticToggle(bool) -- hide specific modelparts here end avatar:store("cosmeticToggle", cosmeticToggle) </syntaxhighlight>For those who wish to hide certain features, use this in your own Lua script:<syntaxhighlight lang="lua"> for uuid, avatarData in pairs(world.avatarVars()) do if avatarData.cosmeticToggle then avatarData.cosmeticToggle(false) end end </syntaxhighlight> 853264c5516479f50e02a1b3e6a04d422fa04ab3 Category:Guides 14 11 22 2024-05-18T10:09:00Z OCRPNarrator 2 Created blank page wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Template:Ooc 10 12 31 2024-05-18T10:14:50Z OCRPNarrator 2 Created page with "{| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an OOC Article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This artic..." wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an OOC Article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article is not related to any story elements and should be treated as such''</small></div> e631ec832a0daaf5de1339fa82bdc0c708467300 35 31 2024-05-18T10:17:44Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an OOC Article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article is not related to any story elements and should be treated as such''</small></div>|} |} bd8eaf156b643ac383a6cc1062779c824116253c 36 35 2024-05-18T10:17:52Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an OOC Article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article is not related to any story elements and should be treated as such''</small></div>|} d32f543c9e651c56f8df8f3a9d26168e77e07af8 37 36 2024-05-18T10:18:02Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an OOC Article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article is not related to any story elements and should be treated as such''</small></div> |} |} 95ba6f8099910fb16445a400dd43aecd2c8490cc Template:Mainpage 10 13 41 2024-05-18T10:24:50Z OCRPNarrator 2 Created page with "{{DISPLAYTITLE:<span style="opacity:0;position:absolute;">{{FULLPAGENAME}}</span>}}{{#switch:<translate></translate> | = <templatestyles src="Template:Main_page/styles.css" /> <div id="lang_dir" class="mw-content-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}" dir="{{dir|{{{1|{{PAGELANGUAGE}}}}}}}"> <translate> ==MediaWiki is a collaboration and documentation platform brought to you by a vibrant community.== <!--T:20--> </translate> <div aria-hidden="true" role="presentation">File:W..." wikitext text/x-wiki {{DISPLAYTITLE:<span style="opacity:0;position:absolute;">{{FULLPAGENAME}}</span>}}{{#switch:<translate></translate> | = <templatestyles src="Template:Main_page/styles.css" /> <div id="lang_dir" class="mw-content-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}" dir="{{dir|{{{1|{{PAGELANGUAGE}}}}}}}"> <translate> ==MediaWiki is a collaboration and documentation platform brought to you by a vibrant community.== <!--T:20--> </translate> <div aria-hidden="true" role="presentation">[[File:Wikimedia Hackathon 2024 - Group photo, 360 cam.jpg|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|<translate><!--T:19--> Photo of participants of the <tvar name=1>{{ll|Wikimedia Hackathon 2024}}</tvar></translate>]]</div> <translate><!--T:21--> The MediaWiki software is used by [[<tvar name=1>Special:MyLanguage/Sites using MediaWiki</tvar>|tens of thousands of websites]] and [[<tvar name=2>Special:MyLanguage/MediaWiki testimonials</tvar>|thousands of companies and organisations]].</translate> <translate><!--T:22--> It powers Wikipedia and also this website.</translate> <translate><!--T:23--> MediaWiki helps you collect and organise knowledge and make it available to people.</translate> <translate><!--T:24--> It's powerful, [[<tvar name=1>Special:MyLanguage/Localisation</tvar>|multilingual]], [[w:FLOSS|free and open]], extensible, customisable, reliable, and free of charge.</translate> <translate><!--T:25--> [[<tvar name=1>Special:MyLanguage/Manual:What is MediaWiki?</tvar>|Find out more]] and [[<tvar name=2>Special:MyLanguage/Manual:Deciding whether to use a wiki as your website type</tvar>|if MediaWiki is right for you]].</translate> <div style="clear: both;"></div> <div id="audiences" class="mainpage_row"> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon advanced.svg|20px|middle|link=]]</span><span><translate><!--T:4--> Set up and run MediaWiki</translate></span></h3> <div id="mainpage-admins" title="<translate nowrap><!--T:16--> System administrators</translate>" class="items"> * <translate><!--T:32--> '''[[<tvar name=1>Special:MyLanguage/Download</tvar>|Download]]''', [[<tvar name=2>Special:MyLanguage/Manual:Installing MediaWiki</tvar>|install]] and [[<tvar name=3>Special:MyLanguage/Manual:System administration</tvar>|configure]] MediaWiki</translate> * <translate><!--T:33--> Add functionality by installing [[<tvar name=1>Special:MyLanguage/Manual:Extensions</tvar>|extensions]]</translate> * <translate><!--T:34--> Problems? See [[<tvar name=1>Special:MyLanguage/Manual:Common errors and symptoms</tvar>|errors and symptoms]] and [[<tvar name=2>Special:MyLanguage/Manual:FAQ</tvar>|<abbr title="Frequently asked questions">FAQ</abbr>]]</translate> * <translate><!--T:35--> Don't own a server? Find [[<tvar name=1>Special:MyLanguage/Hosting services</tvar>|hosting services]]</translate> * {{ll|Professional development and consulting|2=<translate><!--T:11--> Get professional development and consulting</translate>}} * <translate><!--T:36--> Join [[<tvar name=1>Special:MyLanguage/MediaWiki Stakeholders' Group</tvar>|MediaWiki Stakeholders]] user group</translate> </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon edit-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}.svg|20px|middle|link=]]</span><span><translate><!--T:2--> Edit and use MediaWiki</translate></span></h3> <div id="mainpage-users" title="<translate nowrap><!--T:14--> Users</translate>" class="items"> * {{ll|Help:Navigation|2=<translate><!--T:7--> Learn how to navigate</translate>}} * '''{{ll|Help:Editing_pages|2=<translate><!--T:8--> Learn how to edit a page</translate>}}''' * {{ll|Help:Contents|2=<translate><!--T:9--> Learn more about reading, editing, and personal customisation</translate>}} </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon chem.svg|20px|middle|link=]]</span><span><translate><!--T:3--> Develop and extend code</translate></span></h3> <div id="mainpage-devs" title="<translate nowrap><!--T:15--> Developers</translate>" class="items"> * <translate><!--T:42--> Read the MediaWiki [[<tvar name=1>Special:MyLanguage/Developer hub</tvar>|developer documentation]]</translate> * <translate><!--T:41--> Visit the [<tvar name=1>https://developer.wikimedia.org</tvar> Wikimedia Developer Portal]</translate> </div> </div> </div> <div id="misc-news" class="mainpage_row"> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon ongoingConversation-{{dir|{{{1|{{PAGELANGUAGE}}}}}|2=ltr|3=rtl}}.svg|20px|middle|link=]]</span><span><translate><!--T:5--> Get help and contribute</translate></span></h3> <div id=mainpage-help-contribute" title="<translate nowrap><!--T:17--> Support and Contributing</translate>" class="items"> * <translate><!--T:37--> Cannot find the answer to a problem with MediaWiki?</translate> <translate><!--T:38--> Ask the [[<tvar name=1>Project:Support desk</tvar>|support desk]]!</translate> * <translate><!--T:39--> [[<tvar name=1>Special:MyLanguage/How to contribute</tvar>|Get involved]] as a translator, designer, documentation writer, tester, tech ambassador, or developer</translate> * {{ll|How to report a bug|2=<translate><!--T:12--> Report wrong software behaviour or a feature proposal</translate>}} </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:Echo (Notifications) megaphone{{dir|{{{1|{{PAGELANGUAGE}}}}}|2=-rtl|3=}}.svg|20px|middle|link=]]</span><span><translate><!--T:6--> News</translate></span></h3> <div id="mainpage-news" title="<translate nowrap><!--T:18--> News</translate>" class="items"> <div style="margin: auto; vertical-align:top; text-align:{{dir|{{{1|{{PAGELANGUAGE}}}}}|right|left}}"> <div class="mainpage_boxcontents_small"> {{#ifeq:{{translatable}}|Template:Main page |{{#if:{{{1|{{PAGELANGUAGE}}}}} |{{#if: {{#invoke:String|match|s= {{int:lang}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{MediaWiki News/zh|condensed=1}}<!--use /zh--> |{{#ifexist: Template:MediaWiki News/{{{1|{{PAGELANGUAGE}}}}} |{{MediaWiki News/{{{1|{{PAGELANGUAGE}}}}}|condensed=1}} |{{MediaWiki News/en|condensed=1}} }} }} |{{MediaWiki News/en|condensed=1}} }} |{{#if:{{int:lang}} |{{#if: {{#invoke:String|match|s= {{int:lang}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{MediaWiki News/zh|condensed=1}}<!--use /zh--> |{{#ifexist: Template:MediaWiki News/{{int:lang}} |{{MediaWiki News/{{int:lang}}|condensed=1}} |{{MediaWiki News/en|condensed=1}} }} }} |{{MediaWiki News/en|condensed=1}} }} }} </div> <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/News <span class="mw-ui-button mw-ui-constructive mw-ui-small"><translate><!--T:13--> More news</translate></span>]</span> </div> </div> </div> </div> </div> | #default= {{#if: {{#invoke:String|match|s= {{{1|{{int:lang}}}}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{#invoke:Template translation|renderTranslatedTemplate|template=Template:Main page|noshift=1|uselang=zh|1=zh}}<!--use /zh--> |{{#invoke:Template translation|renderTranslatedTemplate|template=Template:Main page|noshift=1|uselang={{{1|{{int:lang}}}}}|1={{{1|{{int:lang}}}}}}} }}<!-- -->{{#ifeq:{{NAMESPACE}}||{{languages|Template:Main page}}}} }} __NOEDITSECTION__ __NOTOC__<noinclude>[[Category:Main page templates{{#translation:}}|*]]</noinclude><languages /><noinclude> </noinclude> f316883f86eb7ec122c6c2f95689098045e8118d 42 41 2024-05-18T10:25:12Z OCRPNarrator 2 wikitext text/x-wiki {{DISPLAYTITLE:<span style="opacity:0;position:absolute;">{{FULLPAGENAME}}</span>}}{{#switch:<translate></translate> | = <templatestyles src="Template:Main_page/styles.css" /> <div id="lang_dir" class="mw-content-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}" dir="{{dir|{{{1|{{PAGELANGUAGE}}}}}}}"> <translate> ==MediaWiki is a collaboration and documentation platform brought to you by a vibrant community.== <!--T:20--> </translate> <div aria-hidden="true" role="presentation">[[File:Wikimedia Hackathon 2024 - Group photo, 360 cam.jpg|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|<translate><!--T:19--> Photo of participants of the <tvar name=1>{{ll|Wikimedia Hackathon 2024}}</tvar></translate>]]</div> <translate><!--T:21--> The MediaWiki software is used by [[<tvar name=1>Special:MyLanguage/Sites using MediaWiki</tvar>|tens of thousands of websites]] and [[<tvar name=2>Special:MyLanguage/MediaWiki testimonials</tvar>|thousands of companies and organisations]].</translate> <translate><!--T:22--> It powers Wikipedia and also this website.</translate> <translate><!--T:23--> MediaWiki helps you collect and organise knowledge and make it available to people.</translate> <translate><!--T:24--> It's powerful, [[<tvar name=1>Special:MyLanguage/Localisation</tvar>|multilingual]], [[w:FLOSS|free and open]], extensible, customisable, reliable, and free of charge.</translate> <translate><!--T:25--> [[<tvar name=1>Special:MyLanguage/Manual:What is MediaWiki?</tvar>|Find out more]] and [[<tvar name=2>Special:MyLanguage/Manual:Deciding whether to use a wiki as your website type</tvar>|if MediaWiki is right for you]].</translate> <div style="clear: both;"></div> <div id="audiences" class="mainpage_row"> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon advanced.svg|20px|middle|link=]]</span><span><translate><!--T:4--> Set up and run MediaWiki</translate></span></h3> <div id="mainpage-admins" title="<translate nowrap><!--T:16--> System administrators</translate>" class="items"> * <translate><!--T:32--> '''[[<tvar name=1>Special:MyLanguage/Download</tvar>|Download]]''', [[<tvar name=2>Special:MyLanguage/Manual:Installing MediaWiki</tvar>|install]] and [[<tvar name=3>Special:MyLanguage/Manual:System administration</tvar>|configure]] MediaWiki</translate> * <translate><!--T:33--> Add functionality by installing [[<tvar name=1>Special:MyLanguage/Manual:Extensions</tvar>|extensions]]</translate> * <translate><!--T:34--> Problems? See [[<tvar name=1>Special:MyLanguage/Manual:Common errors and symptoms</tvar>|errors and symptoms]] and [[<tvar name=2>Special:MyLanguage/Manual:FAQ</tvar>|<abbr title="Frequently asked questions">FAQ</abbr>]]</translate> * <translate><!--T:35--> Don't own a server? Find [[<tvar name=1>Special:MyLanguage/Hosting services</tvar>|hosting services]]</translate> * {{ll|Professional development and consulting|2=<translate><!--T:11--> Get professional development and consulting</translate>}} * <translate><!--T:36--> Join [[<tvar name=1>Special:MyLanguage/MediaWiki Stakeholders' Group</tvar>|MediaWiki Stakeholders]] user group</translate> </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon edit-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}.svg|20px|middle|link=]]</span><span><translate><!--T:2--> Edit and use MediaWiki</translate></span></h3> <div id="mainpage-users" title="<translate nowrap><!--T:14--> Users</translate>" class="items"> * {{ll|Help:Navigation|2=<translate><!--T:7--> Learn how to navigate</translate>}} * '''{{ll|Help:Editing_pages|2=<translate><!--T:8--> Learn how to edit a page</translate>}}''' * {{ll|Help:Contents|2=<translate><!--T:9--> Learn more about reading, editing, and personal customisation</translate>}} </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon chem.svg|20px|middle|link=]]</span><span><translate><!--T:3--> Develop and extend code</translate></span></h3> <div id="mainpage-devs" title="<translate nowrap><!--T:15--> Developers</translate>" class="items"> * <translate><!--T:42--> Read the MediaWiki [[<tvar name=1>Special:MyLanguage/Developer hub</tvar>|developer documentation]]</translate> * <translate><!--T:41--> Visit the [<tvar name=1>https://developer.wikimedia.org</tvar> Wikimedia Developer Portal]</translate> </div> </div> </div> <div id="misc-news" class="mainpage_row"> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon ongoingConversation-{{dir|{{{1|{{PAGELANGUAGE}}}}}|2=ltr|3=rtl}}.svg|20px|middle|link=]]</span><span><translate><!--T:5--> Get help and contribute</translate></span></h3> <div id=mainpage-help-contribute" title="<translate nowrap><!--T:17--> Support and Contributing</translate>" class="items"> * <translate><!--T:37--> Cannot find the answer to a problem with MediaWiki?</translate> <translate><!--T:38--> Ask the [[<tvar name=1>Project:Support desk</tvar>|support desk]]!</translate> * <translate><!--T:39--> [[<tvar name=1>Special:MyLanguage/How to contribute</tvar>|Get involved]] as a translator, designer, documentation writer, tester, tech ambassador, or developer</translate> * {{ll|How to report a bug|2=<translate><!--T:12--> Report wrong software behaviour or a feature proposal</translate>}} </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:Echo (Notifications) megaphone{{dir|{{{1|{{PAGELANGUAGE}}}}}|2=-rtl|3=}}.svg|20px|middle|link=]]</span><span><translate><!--T:6--> News</translate></span></h3> <div id="mainpage-news" title="<translate nowrap><!--T:18--> News</translate>" class="items"> <div style="margin: auto; vertical-align:top; text-align:{{dir|{{{1|{{PAGELANGUAGE}}}}}|right|left}}"> <div class="mainpage_boxcontents_small"> {{#ifeq:{{translatable}}|Template:Main page |{{#if:{{{1|{{PAGELANGUAGE}}}}} |{{#if: {{#invoke:String|match|s= {{int:lang}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{MediaWiki News/zh|condensed=1}}<!--use /zh--> |{{#ifexist: Template:MediaWiki News/{{{1|{{PAGELANGUAGE}}}}} |{{MediaWiki News/{{{1|{{PAGELANGUAGE}}}}}|condensed=1}} |{{MediaWiki News/en|condensed=1}} }} }} |{{MediaWiki News/en|condensed=1}} }} |{{#if:{{int:lang}} |{{#if: {{#invoke:String|match|s= {{int:lang}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{MediaWiki News/zh|condensed=1}}<!--use /zh--> |{{#ifexist: Template:MediaWiki News/{{int:lang}} |{{MediaWiki News/{{int:lang}}|condensed=1}} |{{MediaWiki News/en|condensed=1}} }} }} |{{MediaWiki News/en|condensed=1}} }} }} </div> <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/News <span class="mw-ui-button mw-ui-constructive mw-ui-small"><translate><!--T:13--> More news</translate></span>]</span> </div> </div> </div> </div> </div> | #default= {{#if: {{#invoke:String|match|s= {{{1|{{int:lang}}}}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{#invoke:Template translation|renderTranslatedTemplate|template=Template:Main page|noshift=1|uselang=zh|1=zh}}<!--use /zh--> |{{#invoke:Template translation|renderTranslatedTemplate|template=Template:Main page|noshift=1|uselang={{{1|{{int:lang}}}}}|1={{{1|{{int:lang}}}}}}} }}<!-- -->{{#ifeq:{{NAMESPACE}}||{{languages|Template:Main page}}}} }} 84afc8768a9c1a96dbe3bae223b8dd0e28f296f1 43 42 2024-05-18T10:25:37Z OCRPNarrator 2 wikitext text/x-wiki {{DISPLAYTITLE:<span style="opacity:0;position:absolute;">{{FULLPAGENAME}}</span>}}{{#switch:<translate></translate> | = <templatestyles src="Template:Main_page/styles.css" /> <div id="lang_dir" class="mw-content-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}" dir="{{dir|{{{1|{{PAGELANGUAGE}}}}}}}"> <translate> ==MediaWiki is a collaboration and documentation platform brought to you by a vibrant community.== <!--T:20--> </translate> <div aria-hidden="true" role="presentation">[[File:Wikimedia Hackathon 2024 - Group photo, 360 cam.jpg|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|<translate><!--T:19--> Photo of participants of the <tvar name=1>{{ll|Wikimedia Hackathon 2024}}</tvar></translate>]]</div> <translate><!--T:21--> The MediaWiki software is used by [[<tvar name=1>Special:MyLanguage/Sites using MediaWiki</tvar>|tens of thousands of websites]] and [[<tvar name=2>Special:MyLanguage/MediaWiki testimonials</tvar>|thousands of companies and organisations]].</translate> <translate><!--T:22--> It powers Wikipedia and also this website.</translate> <translate><!--T:23--> MediaWiki helps you collect and organise knowledge and make it available to people.</translate> <translate><!--T:24--> It's powerful, [[<tvar name=1>Special:MyLanguage/Localisation</tvar>|multilingual]], [[w:FLOSS|free and open]], extensible, customisable, reliable, and free of charge.</translate> <translate><!--T:25--> [[<tvar name=1>Special:MyLanguage/Manual:What is MediaWiki?</tvar>|Find out more]] and [[<tvar name=2>Special:MyLanguage/Manual:Deciding whether to use a wiki as your website type</tvar>|if MediaWiki is right for you]].</translate> <div style="clear: both;"></div> <div id="audiences" class="mainpage_row"> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon advanced.svg|20px|middle|link=]]</span><span><translate><!--T:4--> Set up and run MediaWiki</translate></span></h3> <div id="mainpage-admins" title="<translate nowrap><!--T:16--> System administrators</translate>" class="items"> * <translate><!--T:32--> '''[[<tvar name=1>Special:MyLanguage/Download</tvar>|Download]]''', [[<tvar name=2>Special:MyLanguage/Manual:Installing MediaWiki</tvar>|install]] and [[<tvar name=3>Special:MyLanguage/Manual:System administration</tvar>|configure]] MediaWiki</translate> * <translate><!--T:33--> Add functionality by installing [[<tvar name=1>Special:MyLanguage/Manual:Extensions</tvar>|extensions]]</translate> * <translate><!--T:34--> Problems? See [[<tvar name=1>Special:MyLanguage/Manual:Common errors and symptoms</tvar>|errors and symptoms]] and [[<tvar name=2>Special:MyLanguage/Manual:FAQ</tvar>|<abbr title="Frequently asked questions">FAQ</abbr>]]</translate> * <translate><!--T:35--> Don't own a server? Find [[<tvar name=1>Special:MyLanguage/Hosting services</tvar>|hosting services]]</translate> * {{ll|Professional development and consulting|2=<translate><!--T:11--> Get professional development and consulting</translate>}} * <translate><!--T:36--> Join [[<tvar name=1>Special:MyLanguage/MediaWiki Stakeholders' Group</tvar>|MediaWiki Stakeholders]] user group</translate> </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon edit-{{dir|{{{1|{{PAGELANGUAGE}}}}}}}.svg|20px|middle|link=]]</span><span><translate><!--T:2--> Edit and use MediaWiki</translate></span></h3> <div id="mainpage-users" title="<translate nowrap><!--T:14--> Users</translate>" class="items"> * {{ll|Help:Navigation|2=<translate><!--T:7--> Learn how to navigate</translate>}} * '''{{ll|Help:Editing_pages|2=<translate><!--T:8--> Learn how to edit a page</translate>}}''' * {{ll|Help:Contents|2=<translate><!--T:9--> Learn more about reading, editing, and personal customisation</translate>}} </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon chem.svg|20px|middle|link=]]</span><span><translate><!--T:3--> Develop and extend code</translate></span></h3> <div id="mainpage-devs" title="<translate nowrap><!--T:15--> Developers</translate>" class="items"> * <translate><!--T:42--> Read the MediaWiki [[<tvar name=1>Special:MyLanguage/Developer hub</tvar>|developer documentation]]</translate> * <translate><!--T:41--> Visit the [<tvar name=1>https://developer.wikimedia.org</tvar> Wikimedia Developer Portal]</translate> </div> </div> </div> <div id="misc-news" class="mainpage_row"> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:OOjs UI icon ongoingConversation-{{dir|{{{1|{{PAGELANGUAGE}}}}}|2=ltr|3=rtl}}.svg|20px|middle|link=]]</span><span><translate><!--T:5--> Get help and contribute</translate></span></h3> <div id=mainpage-help-contribute" title="<translate nowrap><!--T:17--> Support and Contributing</translate>" class="items"> * <translate><!--T:37--> Cannot find the answer to a problem with MediaWiki?</translate> <translate><!--T:38--> Ask the [[<tvar name=1>Project:Support desk</tvar>|support desk]]!</translate> * <translate><!--T:39--> [[<tvar name=1>Special:MyLanguage/How to contribute</tvar>|Get involved]] as a translator, designer, documentation writer, tester, tech ambassador, or developer</translate> * {{ll|How to report a bug|2=<translate><!--T:12--> Report wrong software behaviour or a feature proposal</translate>}} </div> </div> <div class="mainpage_box"> <h3><span class="header_icon" aria-hidden="true" role="presentation">[[File:Echo (Notifications) megaphone{{dir|{{{1|{{PAGELANGUAGE}}}}}|2=-rtl|3=}}.svg|20px|middle|link=]]</span><span><translate><!--T:6--> News</translate></span></h3> <div id="mainpage-news" title="<translate nowrap><!--T:18--> News</translate>" class="items"> <div style="margin: auto; vertical-align:top; text-align:{{dir|{{{1|{{PAGELANGUAGE}}}}}|right|left}}"> <div class="mainpage_boxcontents_small"> {{#ifeq:{{translatable}}|Template:Main page |{{#if:{{{1|{{PAGELANGUAGE}}}}} |{{#if: {{#invoke:String|match|s= {{int:lang}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{MediaWiki News/zh|condensed=1}}<!--use /zh--> |{{#ifexist: Template:MediaWiki News/{{{1|{{PAGELANGUAGE}}}}} |{{MediaWiki News/{{{1|{{PAGELANGUAGE}}}}}|condensed=1}} |{{MediaWiki News/en|condensed=1}} }} }} |{{MediaWiki News/en|condensed=1}} }} |{{#if:{{int:lang}} |{{#if: {{#invoke:String|match|s= {{int:lang}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> |{{MediaWiki News/zh|condensed=1}}<!--use /zh--> |{{#ifexist: Template:MediaWiki News/{{int:lang}} |{{MediaWiki News/{{int:lang}}|condensed=1}} |{{MediaWiki News/en|condensed=1}} }} }} |{{MediaWiki News/en|condensed=1}} }} }} </div> <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/News <span class="mw-ui-button mw-ui-constructive mw-ui-small"><translate><!--T:13--> More news</translate></span>]</span> </div> </div> </div> </div> </div> | #default= {{#if: {{#invoke:String|match|s= {{{1|{{int:lang}}}}} |pattern= zh- |plain= true |nomatch= }}<!--Chinese variants--> {{int:lang}}}}}}} }}<!-- -->{{#ifeq:{{NAMESPACE}}||{{languages|Template:Main page}}}} }} 01fae9fd897be9fc4e0fda56aa29c4af71d6ed2d 44 43 2024-05-18T10:25:48Z OCRPNarrator 2 Blanked the page wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Main Page 0 1 52 51 2024-05-18T18:23:45Z Wildpaw 8 Undid the previous available pages edit wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''</div> :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! d420987eb764c03e51d9d6aab775dba470da3f33 92 52 2024-05-29T15:50:16Z MonsieurChampi 12 Started work on the Front / Main page using Drodez' template. wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] == Mechanics and Guide == == Lore == :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 6e49718eba3afb5de9495c058d8f4bcd5d58280b 93 92 2024-05-29T15:54:28Z MonsieurChampi 12 Continuation of last edit wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP Uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * Command Reference * Custom Server Mechanics * Discord Role Guide * Custom Recipes == Lore == dgadhgadh insert lore :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 9c73285f74ea059db2789abb2b5c642611f7bf44 94 93 2024-05-29T15:55:50Z MonsieurChampi 12 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP Uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * Command Reference * Custom Server Mechanics * Discord Role Guide * Custom Recipes == Lore == dgadhgadh insert lore :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 8171475a8e27d2709a72e4cd13951f7d853e31f4 95 94 2024-05-29T15:57:26Z MonsieurChampi 12 /* Mechanics and Guide */ wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP Uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * Command Reference * Custom Server Mechanics * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == dgadhgadh insert lore :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! b06cb4a0b03a1510ba6fdeff93209576ce0697d0 97 95 2024-05-31T20:16:36Z Wildpaw 8 Mechanics and Guide: Added a link to the Command Reference page. wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP Uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * Custom Server Mechanics * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == dgadhgadh insert lore :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! c2709134e7495fe2c863d0eba7073323767e425a 98 97 2024-05-31T20:20:44Z Wildpaw 8 Minor typo! wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * Custom Server Mechanics * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == dgadhgadh insert lore :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 54b3c36e90808e1d8f0c670190303a2d924232c0 101 98 2024-05-31T23:33:24Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * Custom Server Mechanics * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == * World Lore * Races * The Old World :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! e0d48c82ca70991d2f586c79738b26c36b823c51 102 101 2024-05-31T23:34:02Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * Custom Server Mechanics * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == * World Lore * [[:Category:Races|Races]] * The Old World :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 4f771c39bd01acec408ee6f97085ae1581bce085 RP Etiquette Guide 0 7 53 40 2024-05-18T18:51:33Z Wildpaw 8 Added block quotes for the examples, and fixed a couple typos. wikitext text/x-wiki {{ooc}} RP Etiquette is a set of guiding principles that we ask players to adhere to. By following these courtesies and etiquettes, you ensure that everyone here has a fun and enjoyable time, which is always the goal! == Communicate with your fellow players! == Communication is key to avoiding misunderstandings. If you're not sure whether someone is having fun, ask! If you're concerned that something might be misconstrued, ask the other person! === If you're uncomfortable, say something === Not everyone is comfortable with every RP scenario. If you're uncomfortable with a specific IC interaction, say something to the person/people you're interacting with. If it's not possible to stop the interaction entirely (i.e. the rest of the group is actively involved in an activity that suddenly you're not comfortable with participating in), just step away and let the players (and/or a staff member) know why you left. If needed, we can help you form an IC reason why you had to dip out. === Tell people when IC and OOC intentions don't match === Sometimes, it's not obviously clear when someone's IC intentions are or aren't the same as their OOC intentions. For example, if a character tells you IC, "I hate you! Stay away from me!", that may be an IC response, but the receiving player might think this is an OOC indication that you wish for their interactions to stop. Alternatively, it may ''actually be a player indicating they wish for you to not be involved in a particular interaction.'' In cases like this, it's best if, as the person ''making the statement'', to DM the person you scolded and inform them "hey, IC my character really dislikes you, but OOC I think this is super-fun RP and I want you to continue!". This way, you can prevent a misunderstanding before it ever happens. On the receiving end, you may also wish to reach out and inquire, "Hey, I know your character just told mine off IC - do you want me to butt out OOC as well?". That gives them the chance to tell you "No, that's just an IC thing, keep going!" or "Yes, I'd prefer this part of my character's story to remain more private." == Respect private RP, but try to include others == Not every RP interaction is open for everyone to join in on, and that's okay! If someone makes it clear that a conversation they're having with X and Y is only meant for X and Y, be respectful of their wishes and don't try to force your way into that interaction. On the flipside, however... Private RP is permissible, but generally speaking, RP is more fun when shared with others! Try to involve people whenever possible - especially new players, or people you interact with less often. == Read the room! == What this means is that ''if the setting your character joins into has a certain tone to it, don't try to forcefully change that tone.'' * If players are having an obviously-serious moment, that's not the time to burst in and start making jokes. * If players are having a party, that's not the best time to jump into your dark, tragic character backstory. * If players are focused on medRP, or research, or something else that would require concentration, that's not the time to interrupt and try to draw attention away from the task at hand. We understand that sometimes it's not obvious what's going on or what the tone is, but in general, if you're not sure...take a moment to observe first. It shows respect for other people's interactions and the time they've put into the moment they're already sharing, and it's rude to try to force that to change just because your character arrived. == Use IC chat, OOC chat, and Discord chat appropriately == As you play here, try to ensure that you use the different forms of chat respectfully. * Discord chat is best reserved for OOC information, except for the channels specifically labeled as "IC". These are for ensuring people notice IC announcements - think of it as an extension of a town noticebard. * IC chats are for IC only. If you need to make an OOC annotation, wrap it in parentheses <code>(like this)</code>. * OOC chats are for brief comments pertaining to what's going on, as well as inquiring about where people are if you're looking for RP. However, we do ask that players keep the OOC chatting to a minimum, as it can be disruptive to others' RP. If this happens to you, you can mute a range using <code>/muterange <range></code>. This will reset after 24 hours. == Do not Godmod, Powergame or Metagame == These three terms are common within RP circles, but we ask that you read through our definitions anyway - there are certain specific scenarios we outline that may be different from what you expect. === Godmodding === ''Example:''<blockquote>"My character pushes yours over, then grabs their wrists and ties them up and throw them over my shoulder to abduct you."</blockquote>Godmodding is taking complete control over the direction of a scene, thus removing player agency from others involved in the RP. You allow the other player no option of choices and directly take control of their characters' actions in doing so. This is not allowed; RP your character and allow others to react to what you've done. Don't pre-decide the outcome for them. A better way to write that:<blockquote>"My character lunges forward, and attempts to shove yours over to subdue them."</blockquote>This allows the other player a chance to struggle, to try and escape, or to even allow it to happen right away for the sake of interesting story, etc. === Powergaming === ''Example:''<blockquote>"Hey look guys if I use this knockback stick to push this enemy away and then use sword with faster swing speed I can infinitely combo the boss and keep him stunlocked forever, completely negating the challenge of the fight!"</blockquote>Powergaming is the act of building and playing your character with the sole purpose of min-maxing and making them as powerful as possible to the exclusion of other things, especially the exclusion of good storytelling. It is, in short, playing a character with the goal of "winning the game" rather than playing a character to tell a good story and contribute to the stories of others. A good rule of thumb? For every area your character excels at, think of another area where they are equally deficient. For example, your town guardsman is an excellent spearman but is terrible at archery. Perhaps he's great at organizing people in defense of the town against undead creatures but needs help with speaking in public. By giving your character flaws and perks, you create a more relatable character that others can help and be helped by and one that can experience character development as time passes. === Metagaming === ''Example:''<blockquote>"Players are talking on discord about how Character A stole the golden apple of mysteries from Character B, and they mentioned where it was. I, the player, now know this; however, my CHARACTER does not, yet when I log on and another character asks mine if I've heard the latest news about a theft... I tell them "why yes I have, and I know where to find the stolen goods!""</blockquote>Metagaming is acting on knowledge you, the player, know OOC -- yet your character has not yet encountered in active RP, and thus, has no way of knowing. It is not allowed, as it is incredibly immersion-breaking and quite unfair. ==== Not Metagaming ==== <blockquote>"Guys I'm so lost and trying to find anyone to RP with in this town, anyone want to RP with me and maybe show me around?  halp"</blockquote>This is just helping people get into RP, and is not considered metagaming. <blockquote>"Hey! We're going to do a game of Never-Have-I-Ever in the tavern at eight PM CST timezone... Anyone who wants to come, find an excuse to be there IC!"</blockquote>This is event planning. This would be better handled on Discord, but posting it in an OOC chat is also acceptable. <blockquote>"I'm hanging out at the fishing spot by the moonlit lake, fishing, if anyone wants to stop by for RP or join me in catching fish."</blockquote>This is much like the first example - helping others join in on RP. ==== Metagaming ==== <blockquote>"Guys I think the monster I kept in my basement is about to finally try and break free, log on and come to my house, he's already here. Bring your best weapons and armor."</blockquote>This is attempting to change the outcome of an event based on the OOC knowledge that the event is going to occur. Your character wouldn't know that this is coming! <blockquote>(in global chat) "Hey, I found the secret lair. It's coordinates are x/y/z."</blockquote>If you want to share the location of something, that needs to be done ''in-character''. Telling people OOC about the location of something they may not even know exists IC is a big no-no (it's like giving spoilers!) == Decisions that affect everyone, should be discussed by everyone == If a vote is being held for, say, a town relocation, that's a decision that affects ''everyone who plays on the server.'' In cases like this, we actually ''encourage'' people to use Discord for handling the discussion and voting. This ensures that ''everyone'' has a chance to give their input, rather than limiting it to only people who can attend an IC meeting or IC vote. == RP servers are not SMPs == While it may be tempting to run far away into an open world and start building a huge base...that's not really what an RP server is intended for. Not only does that mean you miss out on spontaneous RP interactions, but you also make it difficult and time-consuming for anyone to come and find you if they wish to speak with your character. For this reason, we ask that players try to build near each other (i.e. within the same town(s)) unless there's a specific IC reason why you cannot do so (i.e. an alchemist whose lab experiences frequent explosions might not be able to work inside city limits for safety reasons - even here, though, it might be good to have a house in the city, and the lab elsewhere!) This guideline also extends to some other concepts, like farms. While it's tempting to breed tiny penfuls of animals crammed together...is that really immersive? Would you actually want to have 40 sheep in a 6x6 square, or would those animals be better placed in a large, open pasture? This guideline is broad by nature, but a good maxim is "if it looks game-y, look for a different way". [[Category:Guides]] 7fd0f50a2cbe76a08f262af0646d80463b383eb5 Page Masterlist 0 14 54 2024-05-18T18:55:49Z Wildpaw 8 Created the page. wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - To be ported. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. == IC Articles == 208ce2573f4942da5d783c15f3d1e8181127ad5b 55 54 2024-05-18T18:57:57Z OCRPNarrator 2 wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - To be ported. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. ** [[Template:Ooc]] - add that notification to any new articles == IC Articles == b92aa50c4be61bf3c0dc43be7e31f7737677166c 56 55 2024-05-18T18:58:11Z OCRPNarrator 2 wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - To be ported. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. * [[Template:Ooc]] - add that notification to any new articles == IC Articles == 66bf68880ce782a804916ae5dccf4ee6b0a50bd2 58 56 2024-05-18T19:01:40Z Wildpaw 8 Added Brewery Guide as another page. wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - To be ported. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. ** [[Brewery Guide]] - A how-to guide of the Brewery plugin, and some basic recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. == IC Articles == d952b2dad5d382f4e2b379dd4e60ab446c3423c3 59 58 2024-05-18T19:05:40Z Wildpaw 8 wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - To be ported. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. *** [[Brewery Guide]] - A how-to guide of the Brewery plugin, with basic recipes. *** [[Cauldron Crafting Guide]] - A how-to guide of cauldron recipes separate from Brewery, with basic recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. == IC Articles == [ To be completed. ] 6e75e9aad5d7979ae9f37e2326f2ef326d499a3f 70 59 2024-05-19T07:46:18Z SerenityBee 7 ported getting started and added description to match wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - Guide on how to get started on the server. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. *** [[Brewery Guide]] - A how-to guide of the Brewery plugin, with basic recipes. *** [[Cauldron Crafting Guide]] - A how-to guide of cauldron recipes separate from Brewery, with basic recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. == IC Articles == [ To be completed. ] 31ea8197b47dddcc04e67d93d5c8c20814f43d71 99 70 2024-05-31T20:23:32Z Wildpaw 8 Added the Elf and Scyrtan pages to the IC article list. wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - Guide on how to get started on the server. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. *** [[Brewery Guide]] - A how-to guide of the Brewery plugin, with basic recipes. *** [[Cauldron Crafting Guide]] - A how-to guide of cauldron recipes separate from Brewery, with basic recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. == IC Articles == === Races === * [[Elves]] * [[Scyrtans]] fc6415f59e51780e85b0b061796629d17cb4dce3 Player Hostilities Guide 0 8 57 39 2024-05-18T18:58:19Z Wildpaw 8 Added a block quote to the Rules of Engagement. wikitext text/x-wiki {{ooc}} Roleplaying requires a certain level of collaboration in storytelling - in most stories, players are pitted against some larger force and act cooperatively to overcome challenges in their way. There may, however, be circumstances in which the story being told pits one player or group against another player or group in direct conflict. In cases such as these, there are strict rules that must be followed to ensure that the outcome of such conflicts resolves in a way that ensures a satisfactory storytelling experience for all involved. == Theft == Stealing is allowed, but must be overseen by a QM before the items are taken. In addition, the following rules must be followed: * Some form of clue must be left. ** This can be a sign with theft text like “the lock has been smashed on the chest”, but it doesn't have to be - it can be a lore’d item, some sort of distinctive "calling card" for your character, or any other item or marking that clearly indicates that someone has been there. If you are unsure if your clue is sufficient, ask a QM! * The goods you steal must remain recoverable in or close to their initial state for at least 10 IRL days unless otherwise stated by a QM. This means that, for example, tools may not have their durability used up completely, crafting materials like ingots may not be crafted into irreversibly altered forms like tools or armor, etc. This allows any investigation RP that follows the theft to result in a positive outcome. * Be reasonable in the amount that you take. Stealing a knapsack is reasonable, emptying someone's entire house is not. How much theft is considered "reasonable" is up to QM discretion, but a good rule of thumb is that you should be stealing only enough to express whatever your character is trying to communicate to the victim, not to ruin someone's day. Any theft outside of moderation purview, in roleplay, will not be accepted and the player will receive a written warning. == Traps == Traps are allowed, but their creation must be overseen by a QM, and must adhere to the following rules: * Traps that are not actively monitored (i.e. the trap-setter is not physically present to disarm it) may not imprison the player. * Traps are limited to Altercation levels of injury without permission from a QM. ** With permission, a trap may count as A Strike, at the QM's discretion. ** Traps will never count as a Character Death. If you are the victim of a trap, please RP the scenario in a respectful way. If you would have a visible injury, RP the injury. If you would have some visible mark left on you, either update your character model or RP the existence of the marking (at the very least, update your character card with the information). == Build Break == Breaking and entering, usually done to participate in a theft, should be handled with care under the following rules: * If a block is "soft", then it is fair game for movement. * If you "shift" a soft block (remove it and replace it later) to get at something underneath or to enter a space, you must leave a sign or other obvious clue indicating as such (i.e. "the flowers have been moved" or "the ground has been disturbed", or perhaps some other obvious change like replacing the dirt with podzol to indicate a change in state - when in doubt, ask a QM if the change is sufficiently "clue-ish") Examples of Soft blocks are flowers, leaves, dirt, clay, sand etc If you wish to destructively modify another person's build, it must be done with the oversight of a QM at the time of the occurrence. As every build is different, there are no fixed rules on how to approach this - follow the directions set out by the QM at the time of the event. == Rules of Engagement (PvP) == <blockquote>A word from the staff team: PvP is expected to be relatively rare on OCRP - for the most part, it's expected that players will find other ways to express their discontent if IC player conflict arises. However, it would be foolish of us to assume that it will ''never occur'', so we've done our best to allow for a wide variety of RP scenarios to occur within this framework, while still ensuring that the results are fair to everyone. We also recognize that PvP usually results in at least one involved party being unhappy with the result. However, we ask that you do not use global chats as a way to vent your frustrations after an encounter. If you feel that an encounter was mishandled, please submit a ticket to the Moderation team.</blockquote> === Rules Regarding Player vs Player Conflict === ==== Glossary of Terms ==== * Conflict Circumstances - the IC location and estimated IRL time at which the conflict is set to occur. * Conflict Stakes - the desired outcome of the conflict. This can be: ** An Altercation (player is defeated with some injury, but without lasting wounds), ** A Strike (player is defeated and given a lasting wound), or ** A Character Death (player is killed). * Conflict Method - the means by which the players intend to enact their conflict (i.e. a duel, a trap, a stealthy poisoning, etc). This includes the ''combat mode'' (see below). ==== Types of Conflict ==== ===== Agreeable Conflict ===== An agreeable conflict is ''a conflict where all parties involved have agreed to the stakes of the conflict in advance of the altercation taking place.'' In order for an agreeable conflict to take place: * The group should outline the circumstances, stakes and method for the conflict. * All involved parties should clearly relay their consent to a QM. The QM will then oversee the conflict. * All involved parties should try their best to stick as closely as possible to the outlined details when executing the conflict. Any significant deviation (as determined by the QM) is grounds for the QM to intervene and halt the conflict early. Significant Deviations are defined as ''any major changes in the agreed upon conflict circumstances, stakes, and/or method/s that gives advantage to one party or the other.'' Once these criteria are met, the encounter may proceed as agreed upon. Agreeable conflicts have no limits on the stakes - they may result in a Character Death if both parties agree. ===== Disagreeable Conflict ===== A disagreeable conflict is ''a conflict in which not all parties consent to the conflict in advance of the altercation taking place, or where informing the target of the attack would be undesirable.'' A disagreeable conflict has substantially more steps involved: * The attacker(s) must discuss the following with a QM in order to receive approval for the attack: ** The circumstances, stakes, and intended method of the conflict. ** Sound reasoning for the conflict to occur. ** Sound reasoning as to why there are no other satisfactory resolutions other than a disagreeable conflict. ** Sound reasoning as to why the stakes chosen are necessary. * The attacker(s) must have given at least two IC warnings of clear and impending malice prior to the attack. ** A QM must review these warnings to determine their clarity and whether a reasonable individual would have received them as threats of impending danger. If all these criteria are met and the QM approves the conflict, the attacker(s) may move forward, as agreed upon. Disagreeable conflicts are only limited by the ruling of the QM overseeing the planning of the conflict - a Character Death is possible, but is often considered a last resort.<blockquote>The purpose of Disagreeable Conflicts is to allow players who choose to RP as "villains" or perform actions that the majority of players agree are ICly villainous to be overthrown/defeated, even if they are unwilling to negotiate an Agreeable Conflict to receive an IC punishment for their actions. This is NOT meant to be a common occurrence - if players wish to RP as a villain, they should have plans to allow for their own defeat. However, some villain players may either wish to "be surprised" as to when their downfall could occur, and some players, despite otherwise being good RPers, are simply immmovable when it comes to character deaths. This rule is in place as a "last resort" for those latter individuals.</blockquote> ===== Spontaneous Conflict ===== A spontaneous conflict is ''any conflict that is not agreed upon beforehand and may or may not be overseen by a QM.'' The outcome of a spontaneous attack is determined by whether a QM is available to oversee the conflict after it starts. * If a player is uncomfortable with the spontaneous conflict, they may call for a QM to oversee the situation or nullify the situation if it was failrp to begin with. * If no QM is available to oversee the conflict, the most severe outcome is an Altercation. * If a QM oversees the conflict, the most severe outcome is A Strike. * If the QM deems the situation to be failrp, they may give the antagonist a verbal or written warning. Spontaneous attacks are generally discouraged. ==== Modes of Combat ==== Currently, the staff team recognizes three "modes of combat" as viable for use in-game: Scripted fights, Dice-roll fights, and Mechanics fights. Players must ''both consentually agree to the mode of combat'' as part of an Agreeable Conflict, and in the case of a Disagreeable Conflict, a QM will have final say on the mode of combat. Spontaneous Conflicts are, by their nature, almost always Combat fights. If players are unable to come to an agreement on the mode of combat, the fight is not allowed to continue. Either come to an agreement, or find another way to represent the conflict. ===== Scripted Fights ===== Scripted fights are fights where the parties involved have pre-determined the outcome. The fight itself is carried out through emotes as a way to entertain the audience or to "fill out the details" of the scenario, but the outcome is already fixed before the fight begins. Scripted fights are generally encouraged over dice-roll fights, as they ensure that everyone walks away satisfied from the encounter. ===== Dice-roll Fights ===== Dice-roll fights are fights where the parties involved rely on randomness to determine the outcomes. The precise means through which the dice-rolls are applied is left to the individual scenario, but winners and losers are determined by the randomness of rolls. Dice-roll fights are generally discouraged - the random nature of the fight takes nothing of the characters into consideration, making victories feel hollow and losses feel unavoidable. While some players may choose to make up "modifiers" for their rolls, ''staff will not enforce them as they are arbitrarily decided,'' which means those modifiers must be discussed in advance with the other parties involved in the fight, at which point a scripted fight is usually simpler. (see above) ===== Mechanics Fights ===== Mechanics fights are fights where the parties involved rely on their own Minecraft combat skills to determine the outcomes. Players may use whatever items they have at their disposal to complete the combat as they see fit, so long as they are IC-plausible (i.e. using water/lava buckets would not be considered a "IC-plausible", as characters wouldn't actually be able to hold buckets of water/lava in their pockets) [[Category:Guides]] 3d4dd637ad0615ea0d89c37f7fc864e614cadcd5 Server Rules 0 5 60 46 2024-05-18T19:52:38Z OCRPNarrator 2 wikitext text/x-wiki Listed here are our rules for the server as a whole. Our gameplay guidelines can be found at [[Gameplay Guidelines Index]]. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character (IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a separate document discussing [[RP Etiquette Guide|RP Etiquette]], which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. [[category:guides]] ee4a7de25d1c66ea916d562260bd05a207afafd7 66 60 2024-05-19T07:24:36Z SerenityBee 7 added Ooc template wikitext text/x-wiki {{Ooc}} Listed here are our rules for the server as a whole. Our gameplay guidelines can be found at [[Gameplay Guidelines Index]]. == Be Excellent to Each Other == A slight derivation of Wheaton's Law ("don't be a dick"). We want everyone to aim a bit higher than "not being awful" here and try to be actively awesome towards each other! This also means that negativity towards people or other servers is not tolerated! In practical terms, this also means that even if you didn't technically break any rules, if you act maliciously/detrimentally towards your fellow players, staff reserve the right to address that on a case-by-case basis. Additionally, both on Discord and in-game, do not engage in heated discussions on political matters or sensitive topics. Don't push the issue if the other player is uncomfortable with the subject. There will be zero tolerance harassment of IC or OOC based on any "-isms" or "-ias" (racism, sexism, homophobia, etc). == Don't Cheat == Obviously, using hacked clients is banned, but we also ask that you don't use any mods that aren't part of our approved modpack or on a pre-approved list of mods (see below). Ask a staff member if you need to know if your mod fits our list! === Approved Mods === * Performance-boosting mods (Sodium, Optifine, etc) * Cosmetic mods (Figura, shaders etc) * Audio-enrichment mods (Dynamic Surroundings, custom music, etc) * Inventory Tweaks / Mouse Tweaks == Adhere to PG-16 Guidelines == The server is 16+, meaning that while we expect players to be mature, we do not condone "mature content". Roleplay that is explicitly sexual, involves extreme graphic violence/torture, or includes underage characters is strictly forbidden. No NSFW content is to be posted in-game or on Discord. Ensure that descriptions of injuries or violence, when necessary, remain tasteful. Modify content if it makes other players uncomfortable. LGBTQ+ players and characters are more than welcome. Lore-wise, however, these are not considered "notable" characteristics; they are commonplace in everyday society, and as such, we ask that your character does not use this as their singular, defining personality trait. We DO NOT allow the creation of child characters. == Keep the In Character (IC) chats out of Out of Character (OOC) channels == If something has happened IC and you are very angry OOC, please speak to a staff member about it and we can help come to a solution of what happened. Notices to events can be shared in appropriate channels and small mentions of basic activities are allowed. Talking about IC things to people privately is allowed, so long as that knowledge is not used to metagame. == Keep In-Game and Discord Chats Tidy == This means: * Don't spam * Don't post anything NSFW * Don't disclose or share personal and sensitive information, either of oneself or others * Don't use offensive profile pictures, bios, or character models If you see a violation of these rules, mention it to a moderator - please don't try to moderate things yourself. == Follow RP Etiquette == We actually have a separate document discussing [[RP Etiquette Guide|RP Etiquette]], which you should definitely read, but we've also included a couple ''very important'' etiquettes here as well: * Global chats are OOC, but anything your character does is IC. Wherever you've parked yourself to stop and type in chat? You are ICly present there. If someone sees you bouncing around in circles? Well, that might be odd for your character to be doing... or it might be expected for them! There is no "Oh, sorry! I was just going to my house to get building supplies, I'm not actually here, ignore me" You are, in fact, actually there IC. * Your skin must be appropriate for RP and match your character. If possible, use Figura to adjust their model and to see other players' customized character models. If you need help with this, ask around - we have a lot of talented artists on the server! * Do not participate in or encourage godmodding, powergaming, or metagaming. If you need examples of this, see the RP etiquette guide linked above. == Use Common Sense! == At the end of the day, we're all here to have fun playing the funni block game and telling stories of characters that aren't actually us. [[category:guides]] 25b18eea08aaa5095577caa743495254b96f8cbd Brewery Guide 0 15 61 2024-05-18T20:51:31Z Wildpaw 8 Created page; will add more details later. wikitext text/x-wiki Brewery is a plug-in that allows for the creation of custom drinks and potions. Rather than utilizing a brewing stand alone, Brewery allows you to brew in a cauldron, age certain drinks in a barrel, and distill others in a brewing stand. c7adfa1f1e85d7b4890a2fef8804dae826903d83 62 61 2024-05-19T00:29:47Z Wildpaw 8 Still WIP lol wikitext text/x-wiki Brewery is a plug-in that allows for the creation of custom drinks and potions. Rather than utilizing a brewing stand alone, Brewery allows you to brew in a cauldron, age certain drinks in a barrel, and distill others in a brewing stand. == The Basics == The basic items required for brewing are as follows: * c9681e2d0cfb99fab32921a23e61e2bec4561dd2 63 62 2024-05-19T02:51:18Z Wildpaw 8 wikitext text/x-wiki Brewery is a plug-in that allows for the creation of custom drinks and potions. Rather than utilizing a brewing stand alone, Brewery allows you to use cauldrons for brewing, custom barrels for fermentation, and a brewing stand for distillation. Custom recipes created by our team range from delightful teas and simple == The Basics == The basic items required for brewing are as follows: * A cauldron filled with water. * A heat source underneath the cauldron, such as a campfire. * A clock to check timing. One cauldron will create a batch that fills 3 bottles. f6de74078205836ee5e692920130b0cd54a5112c 71 63 2024-05-20T14:43:26Z OCRPNarrator 2 wikitext text/x-wiki {{ooc}} Brewery is a plug-in that allows for the creation of custom drinks and potions. Rather than utilizing a brewing stand alone, Brewery allows you to use cauldrons for brewing, custom barrels for fermentation, and a brewing stand for distillation. Custom recipes created by our team range from delightful teas and simple == The Basics == The basic items required for brewing are as follows: * A cauldron filled with water. * A heat source underneath the cauldron, such as a campfire. * A clock to check timing. One cauldron will create a batch that fills 3 bottles. [[category:guides]] 23357570365de6ddb118192708d72814a8a7e2c6 77 71 2024-05-20T19:33:17Z Wildpaw 8 Added more, still WIP. wikitext text/x-wiki {{ooc}} Brewery is a plug-in that allows for the creation of custom drinks and potions with the use of cauldrons for brewing, custom barrels for fermentation, and a brewing stand for distillation. Custom recipes created by our team range from simple drinks and teas to delightful wines and spirits. These alcoholic brews have a range of effects that influence both chat and movement after one too many drinks. == The Basics == [[File:Cauldron Campfire.png|thumb|320x320px|How to place a cauldron and campfire for brewing.]] The basic items required for brewing are as follows: * A cauldron filled with water. * A heat source underneath the cauldron, such as a campfire. * A clock to check timing. One cauldron will create a batch that fills 3 bottles. [[category:guides]] d1bd17d6aea25f558a299a333f0a95c4b69cbf58 88 77 2024-05-28T23:32:36Z Wildpaw 8 Completed(?) brewing, added barrel and quality details. Still WIP. wikitext text/x-wiki {{ooc}} Brewery is a plug-in that allows for the creation of custom drinks and potions by using cauldrons for brewing, custom barrels for fermentation, and a brewing stand for distillation. Custom recipes created by our team range from simple drinks and teas to delightful wines and spirits. Alcoholic brews have a range of mechanical effects that influence In-Character chat and movement. == The Basics: Brewing == [[File:Cauldron Campfire.png|thumb|206x206px|A cauldron above a campfire.]] To get started, the basic items for brewing are as follows: * A cauldron, filled with water * A heat source directly under the cauldron, such as a campfire * A clock to check the time * 3 empty bottles From here, it is as simple as holding ingredients in your main hand and right-clicking the cauldron with them. With a hiss and smoke, your brewing begins! To check how long a brew has cooked, you right-click on the cauldron with a clock. Once enough time has passed, right-click with the empty bottles in your main hand to collect the brew. One cauldron yields three bottles' worth, typically referred to as one batch. For simple drinks such as teas or juices, this is where the process ends. Alcohol bases require additional steps - aging and/or distillation - in order to be completed. == The Basics: Barrels, Quality, & Aging == Custom barrels are required to age drinks and check their quality. Small barrels are simply a set of 8 stairs, arranged in a 2×2×2 manner as the images below. [[File:Small Barrel.png|center|122x122px|A small barrel.]] When a bottled brew is placed in a barrel for 5 minutes, it will provide a list of characteristics: a star rating out of 5, if the correct ingredients were used, if the correct brew time was reached, if the correct age time was reached, and if the correct barrel type was used. == Basic Recipes == [[category:guides]] 7da81817274f78fe356c25087d4ed07673ad83d6 Calendar 0 16 64 2024-05-19T04:14:22Z Wildpaw 8 Created page. wikitext text/x-wiki How time passes on the server. == How Time Moves == For the sake of telling our stories within any of our settings on Open Chronicles, time is moving much faster than it would in the real world. The accelerated movement of time helps up the pace of aging in the setting, explains the construction of in-character builds, and demonstrates many other time-dependent activities in an immersive . The most significant factor is that this faster pace helps keep immersion as Roleplay Events appear throughout a given period. 9e30c188d25a9d49923de3bed03d4695e44faf4e 65 64 2024-05-19T04:22:17Z Wildpaw 8 Completed the port. wikitext text/x-wiki How time passes on the server. == How Time Moves == For the sake of telling our stories within any of our settings on Open Chronicles, time is moving much faster than it would in the real world. The accelerated movement of time helps up the pace of aging in the setting, explains the construction of in-character builds, and demonstrates many other time-dependent activities in an immersive . The most significant factor is that this faster pace helps keep immersion as Roleplay Events appear throughout a given period. Below are some basic conversions for the time going from IRL to IC. When on the server, one can type <code>/season</code> to receive the current IC date and time.<blockquote>3 IRL hours = 1 IC Day 1 IRL Day = 8 IC Days 7 IRL Days = 1 IC Month 14 IRL Days = 2 IC Months | 1 IC Season 8 IRL Weeks = 1 IC Year</blockquote> == Months == {| class="wikitable" |+ ! rowspan="2" |<big>'''Spring'''</big> |Soddaw |From "sod thaw" - when the ice melts. | |- |Blide |From "bloom tide" - when the plants begin blossoming. | |- | | | | |- ! rowspan="2" |<big>'''Summer'''</big> |Sefal |From "seed fall" - when the planting season begins. | |- |Saleen |From "salt green" - a reference to sweat of outdoor labor. | |- | | | | |- ! rowspan="2" |<big>'''Fall'''</big> |Vinas |From "vine season" - the month for wine-pressing. | |- |Harvin |From "harvest time" - when crops are ready for harvest. | |- | | | | |- ! rowspan="2" |<big>'''Winter'''</big> |Surin |From "snap turn" - when the weather snaps from moderate to cold. | |- |Icine |From "ice time" - when the ground is frozen. | |} 42a304575a33941ab1b2bf95ac9669e11c02a787 72 65 2024-05-20T16:41:37Z Wildpaw 8 Changed table formatting. wikitext text/x-wiki How time passes on the server. == How Time Moves == For the sake of telling our stories within any of our settings on Open Chronicles, time is moving much faster than it would in the real world. The accelerated movement of time helps up the pace of aging in the setting, explains the construction of in-character builds, and demonstrates many other time-dependent activities in an immersive . The most significant factor is that this faster pace helps keep immersion as Roleplay Events appear throughout a given period. Below are some basic conversions for the time going from IRL to IC. When on the server, one can type <code>/season</code> to receive the current IC date and time.<blockquote>3 IRL hours = 1 IC Day 1 IRL Day = 8 IC Days 7 IRL Days = 1 IC Month 14 IRL Days = 2 IC Months | 1 IC Season 8 IRL Weeks = 1 IC Year</blockquote> == Months == {| class="wikitable" |+ | rowspan="2" |<big>'''Spring'''</big> |'''Soddaw''' |From "sod thaw" - when the ice melts. ! |- |'''Blide''' |From "bloom tide" - when the plants begin blossoming. ! |- ! ! ! ! |- | rowspan="2" |<big>'''Summer'''</big> |'''Sefal''' |From "seed fall" - when the planting season begins. ! |- |'''Saleen''' |From "salt green" - a reference to sweat of outdoor labor. ! |- ! ! ! ! |- | rowspan="2" |<big>'''Fall'''</big> |'''Vinas''' |From "vine season" - the month for wine-pressing. ! |- |'''Harvin''' |From "harvest time" - when crops are ready for harvest. ! |- ! ! ! ! |- | rowspan="2" |<big>'''Winter'''</big> |'''Surin''' |From "snap turn" - when the weather snaps from moderate to cold. ! |- |'''Icine''' |From "ice time" - when the ground is frozen. ! |} 9962faa8fa37c21094d0f155cf056de277248d14 73 72 2024-05-20T16:41:52Z Wildpaw 8 wikitext text/x-wiki How time passes on the server. == How Time Moves == For the sake of telling our stories within any of our settings on Open Chronicles, time is moving much faster than it would in the real world. The accelerated movement of time helps up the pace of aging in the setting, explains the construction of in-character builds, and demonstrates many other time-dependent activities in an immersive . The most significant factor is that this faster pace helps keep immersion as Roleplay Events appear throughout a given period. Below are some basic conversions for the time going from IRL to IC. When on the server, one can type <code>/season</code> to receive the current IC date and time.<blockquote>3 IRL hours = 1 IC Day 1 IRL Day = 8 IC Days 7 IRL Days = 1 IC Month 14 IRL Days = 2 IC Months | 1 IC Season 8 IRL Weeks = 1 IC Year</blockquote> == Months == {| class="wikitable" |+ ! rowspan="2" |<big>'''Spring'''</big> |'''Soddaw''' |From "sod thaw" - when the ice melts. ! |- |'''Blide''' |From "bloom tide" - when the plants begin blossoming. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Summer'''</big> |'''Sefal''' |From "seed fall" - when the planting season begins. ! |- |'''Saleen''' |From "salt green" - a reference to sweat of outdoor labor. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Fall'''</big> |'''Vinas''' |From "vine season" - the month for wine-pressing. ! |- |'''Harvin''' |From "harvest time" - when crops are ready for harvest. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Winter'''</big> |'''Surin''' |From "snap turn" - when the weather snaps from moderate to cold. ! |- |'''Icine''' |From "ice time" - when the ground is frozen. ! |} 39c5de80f92cbb4fb4528d755b1ad9476022370d Gameplay Guidelines Index 0 6 67 12 2024-05-19T07:25:21Z SerenityBee 7 added Ooc template wikitext text/x-wiki {{Ooc}} = Gameplay Guidelines = The Gameplay Guidelines are a list of various documents that outline additional gameplay systems, tips, and processes we follow for various scenarios. Gameplay guidelines are not ''rules'' in the strictest sense - staff may bend these guidelines on rare occasions, and violating these guidelines as a player will not get you in trouble like breaking a rule would - but these documents provide a sense of "how we do things around here". It is wise to review these documents thoroughly in order to become accustomed to our procedures, as some of our systems differ greatly from what you may be accustomed to from other Roleplay Settings. == List of Guidelines == [[Player Hostilities Guide]] [[Mechanical Death and MedRP Guide]] [[RP Etiquette Guide]] [[Guidelines for Acceptable Figura Models]] b01091e9c70e0a377c8b8f39a205b23a4233c6ec Guidelines for Acceptable Figura Models 0 10 68 20 2024-05-19T07:26:08Z SerenityBee 7 added Ooc template wikitext text/x-wiki {{Ooc}} The Figura Acceptable Model Guidelines are the rules surrounding what we consider a permissable player model. If your model does not meet these standards, a staff member may ask you to change/update your model to better fit these guidelines. For egregious cases (i.e. nude models, gore, intentionally-disruptive models, etc) we may temporary de-whitelist you until the matter is resolved. Much of these rules are based on the standard [https://www.blockbench.net/wiki/guides/minecraft-style-guide/ Minecraft Style Guide/], which is also a standard we use when judging proposed art assets as well as player models. The following rules, accompanied by the MC Style Guide, should be taken into consideration when designing any art asset you wish to use on the server, including (and especially) your character model. To view this page in an illustrated format, click here! (Link not yet available) == Banned Elements == === Nudity === This should go without saying. Violation of this guideline is also a violation of our rules and will likely get you banned. === Extreme-resolution textures === Character models should not feel out-of-place within a Minecraft world - as such, elements should not have excessively hi-def textures applied to them. As a general rule, anything above 128x128 is too high for an element of your model. === Extreme-fidelity models === Highly-detailed models are just as out-of-place as high-def textures - in addition, these are "heavy" models for clients to load and render. Models with 100+ cubes, excessively-rounded elements, etc are not allowed. === Excessively large/complex/disruptive animations === Animations can add life to a model, but should be used sparingly. If your animation takes longer than a couple seconds to play, it's too long. === Lore-inconsistent models or skins === Your character model, and all its details, should be lore-appropriate. Bring a model of a robot into a medieval fantasy setting is not an appropriate use of Figura models. === Excessive/inappropriate physics === Do NOT use animation/physics code to add "jiggle physics" or any similar concepts to your model. Hair/cloth physics is fine ''when used sparingly''. Keep in mind the rendering cost of such features - not everyone has a strong computer. == Requires Permission In Advance == === Animating over vanilla actions === It is possible to replace vanilla animations such as walk, sneak, crouch, etc. However, this is usually a bad idea for various reasons, and you should check with a staff member before doing this. === Sound Effects === Sounds as part of models is ''almost always'' more of a nuisance than it is a boon - please check with staff before doing this. === Unofficial "body part model modifications" === Some characters may be able to earn/create "extensions" of their model, i.e. wings, mechanical alterations, etc. These do, however, need to be earned in-character and approved in advance before they are added to your model. === Unusually-scaled models === We provide guidelines on the height ranges for characters - if you want to play a character outside of those ranges, ask first. == Use common sense / discretion == === Complex animations === If your animation takes longer than 10 seconds, consider shortening it. === Anything "unusual" === Generally just...use common sense. Figura provides infinite possibilities, but not all of those possibilities are RP-appropriate. Use your discretion, or ask a staff member. === Breasts and/or unusual detailing on characters === Breasts on models has been a controversial topic in the past, so we've come to a compromise: characters may have 3d-modeled breasts on characters if they follow these guidelines: * they must be modest and reasonably sized for the character (no anime-style shenanigans) * they must be ''user-togglable'' - we have a script for this that we can provide. This suitably allows players to represent their characters as they see fit, while also allowing those who find blocky boobs on a character model to be cosmetically annoying to toggle them off. This rule may also be applied to certain character elements that players may find upsetting - spider legs for arachnophobes, for example, require a user-configurable cosmetic toggle. For those who wish to use user-togglable features, include this function in your Lua script:<syntaxhighlight lang="lua"> local function cosmeticToggle(bool) -- hide specific modelparts here end avatar:store("cosmeticToggle", cosmeticToggle) </syntaxhighlight>For those who wish to hide certain features, use this in your own Lua script:<syntaxhighlight lang="lua"> for uuid, avatarData in pairs(world.avatarVars()) do if avatarData.cosmeticToggle then avatarData.cosmeticToggle(false) end end </syntaxhighlight> 57a4b0c58f4d93e145a94f3538d179e39792c1df Getting Started 0 17 69 2024-05-19T07:45:16Z SerenityBee 7 created page port from old wiki wikitext text/x-wiki {{Ooc}} Welcome to Open Chronicles! We hope that this guide will help kick-start you on a good direction for enjoying everything our server has to offer and provide a smooth transition for you and your character when joining the world. If you have any questions, please join our Discord! Anyone there should be able to help you, but specifically our City Watch (moderators) should be able to provide extra assistance - they'll also be the ones approving whitelist apps and helping with first characters, so it's a good idea to get to know them! == Read the Rules == If you haven't already read our [[Server Rules]], now is a good time to do that. The rules posted in Discord are a good reference/summary, but the expanded rules are still required reading, as they go into more details. Additionally, it's not a bad idea to review our [[Gameplay Guidelines Index|Gameplay Guidelines]] as well. Failure to follow a guideline might not be a ban-worthy offense, but it still could get you into trouble if you repeatedly ignore them. == Read the Lore == We have links to the side for all the lore we have posted - races, the world itself, and all sorts of smaller topics are posted here. While you're waiting to get whitelisted (see below), take a gander and see what you might want to start with as your first character! == Get Whitelisted == Since World Zero is non-canon, we are not using a whitelist application. This will change in the future. To get whitelisted, simply poke a staff member (Mod Team is best if they're available) and they can get you whitelisted. Be sure to update your Discord nick to include your username and character name in the format of <code>username [character-name]</code>, i.e. <code>Numilani [Inkweaver]</code> == Submit your First Character == You can submit your first character through the ticket system in our discord for approval == Download the Modpack == While ''technically'' the modpack is an optional component for the server, we strongly recommend its use. A lack of a Figura model will make you stand out rather obviously, especially if you choose to play a more esoteric race where the custom model is more essential. === If you use Curseforge... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-curseforge/releases/latest/download/ocrp_modpack_curseforge.zip link] to download the latest version of the modpack. === If you use MultiMC or a compatible launcher... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-multimc/releases/latest/download/ocrp_modpack_mmc.zip link] to download the latest version of the modpack. If you've never installed a modpack before and need help, or if you run into any issues, contact a Tinkerer on the Discord and we'll be happy to help! == Create your Figura Model == As mentioned above, ''technically speaking,'' Figura models are optional, but highly recommended. WIP - provide links to base models If you already know how to use Blockbench, awesome! Feel free to review our [[Guidelines for Acceptable Figura Models]] and customize these base models. If not, feel free to ping a Blockbench team member for some assistance in getting started - we may not be able to make a model for you, but we can at least point you in the right direction of some resources that will help you learn the basics. == Join the Server! == Congratulations, you're ready to come roleplay with us! It's been quite a few steps to get here, but thankfully you only need to do this once. The server IP is <code>play.openchroniclesrp.com</code> - come on in and start RPing! 70419461d30140adb5acecfb63b55caa5c09d1ec 74 69 2024-05-20T16:44:14Z Wildpaw 8 Small typo. wikitext text/x-wiki {{Ooc}} Welcome to Open Chronicles! We hope that this guide will help kick-start you on a good direction for enjoying everything our server has to offer and provide a smooth transition for you and your character when joining the world. If you have any questions, please join our Discord! Anyone there should be able to help you, but specifically our City Watch (moderators) should be able to provide extra assistance - they'll also be the ones approving whitelist apps and helping with first characters, so it's a good idea to get to know them! == Read the Rules == If you haven't already read our [[Server Rules]], now is a good time to do that. The rules posted in Discord are a good reference/summary, but the expanded rules are still required reading, as they go into more details. Additionally, it's not a bad idea to review our [[Gameplay Guidelines Index|Gameplay Guidelines]] as well. Failure to follow a guideline might not be a ban-worthy offense, but it still could get you into trouble if you repeatedly ignore them. == Read the Lore == We have links to the side for all the lore we have posted - races, the world itself, and all sorts of smaller topics are posted here. While you're waiting to get whitelisted (see below), take a gander and see what you might want to start with as your first character! == Get Whitelisted == Since World Zero is non-canon, we are not using a whitelist application. This will change in the future. To get whitelisted, simply poke a staff member (Mod Team is best if they're available) and they can get you whitelisted. Be sure to update your Discord nick to include your username and character name in the format of <code>username [character-name]</code>, i.e. <code>Numilani [Inkweaver]</code> == Submit your First Character == You can submit your first character through the ticket system in our Discord for approval. == Download the Modpack == While ''technically'' the modpack is an optional component for the server, we strongly recommend its use. A lack of a Figura model will make you stand out rather obviously, especially if you choose to play a more esoteric race where the custom model is more essential. === If you use Curseforge... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-curseforge/releases/latest/download/ocrp_modpack_curseforge.zip link] to download the latest version of the modpack. === If you use MultiMC or a compatible launcher... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-multimc/releases/latest/download/ocrp_modpack_mmc.zip link] to download the latest version of the modpack. If you've never installed a modpack before and need help, or if you run into any issues, contact a Tinkerer on the Discord and we'll be happy to help! == Create your Figura Model == As mentioned above, ''technically speaking,'' Figura models are optional, but highly recommended. WIP - provide links to base models If you already know how to use Blockbench, awesome! Feel free to review our [[Guidelines for Acceptable Figura Models]] and customize these base models. If not, feel free to ping a Blockbench team member for some assistance in getting started - we may not be able to make a model for you, but we can at least point you in the right direction of some resources that will help you learn the basics. == Join the Server! == Congratulations, you're ready to come roleplay with us! It's been quite a few steps to get here, but thankfully you only need to do this once. The server IP is <code>play.openchroniclesrp.com</code> - come on in and start RPing! 15926078c123c6790836e3a2277805ae763126d3 File:Cauldron Campfire.png 6 18 75 2024-05-20T18:10:49Z Wildpaw 8 wikitext text/x-wiki How to place the cauldron and fire. b03e8fb80b0c32a251418f55722f1ed2503cda3b 76 75 2024-05-20T18:39:56Z Wildpaw 8 wikitext text/x-wiki A cauldron above a campfire. 8448202d8476c4932409fc83dc1c5cef1538b99f Scyrtans 0 19 78 2024-05-24T06:38:55Z OCRPNarrator 2 no formatting wikitext text/x-wiki The Scyrtans are a diminutive, amphibious people who thrive in both ocean depths and dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. Physiology Lifespan Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. General Traits The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. Skin Colour Variation Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. Society Hierarchy: The Council of Waves At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. Members of the council are often the most skilled Hydromancers, revered for their deep connection to the water spirits. Selection and Duties: Selection: Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. Duties: They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festivals. The Circles of Kin Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. Structure and Roles: Kin Elder: Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. Family Heads: Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. Mentors and Guardians: Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. The Community Assemblies The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. Culture and Beliefs Creation Myth Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. Ancient Myths The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith'' ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. Belief System Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. Architecture Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub.. Music and Art Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. Cuisine The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. Fashion Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. Magic The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. e91fd91fab85f182d65e2cf6c94724bccce9aadc 79 78 2024-05-24T06:49:59Z OCRPNarrator 2 wikitext text/x-wiki The Scyrtans are a diminutive, amphibious people who thrive in both ocean depths and dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === <u>Hierarchy</u> === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. ddef7f17d9d6affeb856438ee3b78262f6db4e1c 80 79 2024-05-24T06:56:22Z OCRPNarrator 2 wikitext text/x-wiki The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. of the world Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === <u>Hierarchy</u> === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the Zamin-sada empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. a3a30cc07d2a9491d70b0e37fbf796c399eba2a8 81 80 2024-05-24T08:16:53Z OCRPNarrator 2 wikitext text/x-wiki The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. of the world Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the Zamin-sada empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 3bf8a29c33e0b267515db5721763efb4f189031e 85 81 2024-05-24T13:50:46Z OCRPNarrator 2 wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. of the world Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the Zamin-sada empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 47a095d6e2722362bdadbc466b429360f0580aa3 89 85 2024-05-29T12:15:18Z Keksin 10 Minor copy and paste error. wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the Zamin-sada empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 8c91313b0ad5dab4ee0e1cae35f3c1505fa9a336 Template:Lore 10 20 82 2024-05-24T13:49:15Z OCRPNarrator 2 Created page with "{| id="mp-topbanner" style="width:100%; background:#ebd5b3; margin:0.1em 0 2px 0; border:thick double #f2d7ac ;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''Look at all this LORE!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This artic..." wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#ebd5b3; margin:0.1em 0 2px 0; border:thick double #f2d7ac ;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''Look at all this LORE!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article contains in-character or in-world information, all the information here is considered canon!''</small></div> |} |} 08cb6502a5495804cebcf51f52e3be0e3defdb39 83 82 2024-05-24T13:49:30Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#ebd5b3; margin:0.1em 0 2px 0; border:thick double #f2d7ac;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''Look at all this LORE!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article contains in-character or in-world information, all the information here is considered canon!''</small></div> |} |} a8f08bf33ccb380b4d60d0c0112ffa5b565afa9d 84 83 2024-05-24T13:49:46Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#ebd5b3; margin:0.1em 0 2px 0; border:thick double #dab271;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''Look at all this LORE!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article contains in-character or in-world information, all the information here is considered canon!''</small></div> |} |} 0e2a21d86dcf2a2f988e3245ada71d4ea3287dd9 Category:Races 14 21 86 2024-05-24T13:51:29Z OCRPNarrator 2 Created blank page wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Small Barrel.png 6 22 87 2024-05-28T23:27:39Z Wildpaw 8 wikitext text/x-wiki Brewery; small barrel build. 7ce693aad97f9aabdb4c4dbddfe16cdb30847301 File:W1MAP.jpg 6 24 91 2024-05-29T15:47:06Z MonsieurChampi 12 wikitext text/x-wiki W1 MAP 1f774416273bf88754230dad819a47d01205794f Command Reference 0 25 96 2024-05-31T20:15:58Z Wildpaw 8 Ported the page! Just needs an OOC flair. wikitext text/x-wiki = A Quick Guide to Player Commands = == <small>Character Commands</small> == === Character Cards === <code>/char name <name></code> - Set your character's name. Accepts first, last, title or one single name. <code>/char gender <M/F/O></code> - Set your character's gender. <code>/char age <age></code> - Set your character's age (must be 18+, enforced by plugin config). <code>/char desc <description></code> - Set your character's description (freehand text field). <code>/char view [player]</code> - View a player's character card (or your own if not specified). === Character Names === <code>/nick <charname></code> - Set your visible player name in chat and tab. <code>/realname <charname></code> - See the username behind a character's nickname. This can also be done by hovering over a person's character name in chat. == Chat Commands == <code>/ranges</code> - View all chat ranges <code>/ch <range></code> - Change chat ranges. <code>/ch <range> <msg></code> - Send a single message in a chat range (without switching). === Chat Shortcuts === <code>/global</code> or <code>/g</code> - Changes the range at which you type to the entire server. <code>/province</code> or <code>/p</code> - Changes the range at which you type to a range of 162 blocks. <code>/yell</code> or <code>/y</code> - Changes the range at which you type to a range of 54 blocks. <code>/local</code> or <code>/l</code> - Changes the range at which you type to a range of 18 blocks. <code>/quiet</code> or <code>/q</code> - Changes the range at which you type to a range of 6 blocks. <code>/whisper</code> or <code>/wh</code> - Changes the range at which you type to a range of 2 blocks. <code>/meg | mep | mey | mel | meq | mew <emote></code> - Sends an emote in the respective range. === Showing Items in Chat === * If you type a chat message that contains <code>@hand</code> or <code>@offhand</code> as part of the message, it will display whatever item you're holding. * HOWEVER, this only works if typing a chat message directly - using chat ''commands'' does not work (i.e. chatting <code>look at my @hand !</code> would work, but typing <code>/global look at my @hand !</code> would not, because that's a chat command, not a chat message. == RP Commands == <code>/kit itemframe</code> - Receive 1 Item Frame on a 10 minute cooldown. <code>/itf toggle</code> - Toggles an Item Frame's visibility when you place them. <code>/kit sign</code> - Receive 1 Oak Sign on a 10 minute cooldown. <code>/writenote <title> <msg></code> - Use while holding a piece of paper to write a note on it. Title and message must '''both''' be wrapped in double-quotes, i.e. <code>/writenote "test title" "this is a test message"</code> <code>/roll <formula></code> - Rolls a set of dice. Defaults to 3d6, but a formula can be specified, i.e. <code>/roll 1d20</code>. == Miscellaneous Commands == <code>/season</code> - Shows the current IC date, time, and season information. <code>/helpop <msg></code> - Send a message to any available staff online the server. 3fa1c9ce33d6732fa8171e482cea19ea7f783b6c 100 96 2024-05-31T21:12:31Z 5.29.106.226 0 wikitext text/x-wiki {{ooc}} = A Quick Guide to Player Commands = == <small>Character Commands</small> == === Character Cards === <code>/char name <name></code> - Set your character's name. Accepts first, last, title or one single name. <code>/char gender <M/F/O></code> - Set your character's gender. <code>/char age <age></code> - Set your character's age (must be 18+, enforced by plugin config). <code>/char desc <description></code> - Set your character's description (freehand text field). <code>/char view [player]</code> - View a player's character card (or your own if not specified). === Character Names === <code>/nick <charname></code> - Set your visible player name in chat and tab. <code>/realname <charname></code> - See the username behind a character's nickname. This can also be done by hovering over a person's character name in chat. == Chat Commands == <code>/ranges</code> - View all chat ranges <code>/ch <range></code> - Change chat ranges. <code>/ch <range> <msg></code> - Send a single message in a chat range (without switching). === Chat Shortcuts === <code>/global</code> or <code>/g</code> - Changes the range at which you type to the entire server. <code>/province</code> or <code>/p</code> - Changes the range at which you type to a range of 162 blocks. <code>/yell</code> or <code>/y</code> - Changes the range at which you type to a range of 54 blocks. <code>/local</code> or <code>/l</code> - Changes the range at which you type to a range of 18 blocks. <code>/quiet</code> or <code>/q</code> - Changes the range at which you type to a range of 6 blocks. <code>/whisper</code> or <code>/wh</code> - Changes the range at which you type to a range of 2 blocks. <code>/meg | mep | mey | mel | meq | mew <emote></code> - Sends an emote in the respective range. === Showing Items in Chat === * If you type a chat message that contains <code>@hand</code> or <code>@offhand</code> as part of the message, it will display whatever item you're holding. * HOWEVER, this only works if typing a chat message directly - using chat ''commands'' does not work (i.e. chatting <code>look at my @hand !</code> would work, but typing <code>/global look at my @hand !</code> would not, because that's a chat command, not a chat message. == RP Commands == <code>/kit itemframe</code> - Receive 1 Item Frame on a 10 minute cooldown. <code>/itf toggle</code> - Toggles an Item Frame's visibility when you place them. <code>/kit sign</code> - Receive 1 Oak Sign on a 10 minute cooldown. <code>/writenote <title> <msg></code> - Use while holding a piece of paper to write a note on it. Title and message must '''both''' be wrapped in double-quotes, i.e. <code>/writenote "test title" "this is a test message"</code> <code>/roll <formula></code> - Rolls a set of dice. Defaults to 3d6, but a formula can be specified, i.e. <code>/roll 1d20</code>. == Miscellaneous Commands == <code>/season</code> - Shows the current IC date, time, and season information. <code>/helpop <msg></code> - Send a message to any available staff online the server. 27ec19c0bce8fff0b3df7c9f3f7296995ff4a5de Getting Started 0 17 103 74 2024-05-31T23:36:15Z OCRPNarrator 2 wikitext text/x-wiki {{Ooc}} Welcome to Open Chronicles! We hope that this guide will help kick-start you on a good direction for enjoying everything our server has to offer and provide a smooth transition for you and your character when joining the world. If you have any questions, please join our Discord! Anyone there should be able to help you, but specifically our '''Moderators''' should be able to provide extra assistance - they'll also be the ones approving whitelist apps and helping with first characters, so it's a good idea to get to know them! == Read the Rules == If you haven't already read our [[Server Rules]], now is a good time to do that. The rules posted in Discord are a good reference/summary, but the expanded rules are still required reading, as they go into more details. Additionally, it's not a bad idea to review our [[Gameplay Guidelines Index|Gameplay Guidelines]] as well. Failure to follow a guideline might not be a ban-worthy offense, but it still could get you into trouble if you repeatedly ignore them. == Read the Lore == We have links to the side for all the lore we have posted - races, the world itself, and all sorts of smaller topics are posted here. While you're waiting to get whitelisted (see below), take a gander and see what you might want to start with as your first character! == Get Whitelisted == Since World Zero is non-canon, we are not using a whitelist application. This will change in the future. To get whitelisted, simply poke a staff member (Mod Team is best if they're available) and they can get you whitelisted. Be sure to update your Discord nick to include your username and character name in the format of <code>username [character-name]</code>, i.e. <code>Numilani [Inkweaver]</code> == Submit your First Character == You can submit your first character through the ticket system in our Discord for approval. == Download the Modpack == While ''technically'' the modpack is an optional component for the server, we strongly recommend its use. A lack of a Figura model will make you stand out rather obviously, especially if you choose to play a more esoteric race where the custom model is more essential. === If you use Curseforge... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-curseforge/releases/latest/download/ocrp_modpack_curseforge.zip link] to download the latest version of the modpack. === If you use MultiMC or a compatible launcher... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-multimc/releases/latest/download/ocrp_modpack_mmc.zip link] to download the latest version of the modpack. If you've never installed a modpack before and need help, or if you run into any issues, contact a Tinkerer on the Discord and we'll be happy to help! == Create your Figura Model == As mentioned above, ''technically speaking,'' Figura models are optional, but highly recommended. WIP - provide links to base models If you already know how to use Blockbench, awesome! Feel free to review our [[Guidelines for Acceptable Figura Models]] and customize these base models. If not, feel free to ping a Blockbench team member for some assistance in getting started - we may not be able to make a model for you, but we can at least point you in the right direction of some resources that will help you learn the basics. == Join the Server! == Congratulations, you're ready to come roleplay with us! It's been quite a few steps to get here, but thankfully you only need to do this once. The server IP is <code>play.openchroniclesrp.com</code> - come on in and start RPing! 0774ad69b3ca5efcc75ee41aaa672185995cdf96 104 103 2024-05-31T23:37:09Z OCRPNarrator 2 wikitext text/x-wiki {{Ooc}} Welcome to Open Chronicles! We hope that this guide will help kick-start you on a good direction for enjoying everything our server has to offer and provide a smooth transition for you and your character when joining the world. If you have any questions, please join our Discord! Anyone there should be able to help you, but specifically our '''Moderators''' should be able to provide extra assistance - they'll also be the ones approving whitelist apps and helping with first characters, so it's a good idea to get to know them! == Read the Rules == If you haven't already read our [[Server Rules]], now is a good time to do that. The rules posted in Discord are a good reference/summary, but the expanded rules are still required reading, as they go into more details. Additionally, it's not a bad idea to review our [[Gameplay Guidelines Index|Gameplay Guidelines]] as well. Failure to follow a guideline might not be a ban-worthy offense, but it still could get you into trouble if you repeatedly ignore them. == Read the Lore == We have links to the side for all the lore we have posted - races, the world itself, and all sorts of smaller topics are posted here. While you're waiting to get whitelisted (see below), take a gander and see what you might want to start with as your first character! == Get Whitelisted == We have a whitelist application on discord! check it out! To get whitelisted, simply poke a staff member (Mod Team is best if they're available) and they can get you whitelisted. Be sure to update your Discord nick to include your username and character name in the format of <code>username [character-name]</code>, i.e. <code>Numilani [Inkweaver]</code> == Submit your First Character == You can submit your first character through the ticket system in our Discord for approval. == Download the Modpack == While ''technically'' the modpack is an optional component for the server, we strongly recommend its use. A lack of a Figura model will make you stand out rather obviously, especially if you choose to play a more esoteric race where the custom model is more essential. === If you use Curseforge... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-curseforge/releases/latest/download/ocrp_modpack_curseforge.zip link] to download the latest version of the modpack. === If you use MultiMC or a compatible launcher... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-multimc/releases/latest/download/ocrp_modpack_mmc.zip link] to download the latest version of the modpack. If you've never installed a modpack before and need help, or if you run into any issues, contact a Tinkerer on the Discord and we'll be happy to help! == Create your Figura Model == As mentioned above, ''technically speaking,'' Figura models are optional, but highly recommended. WIP - provide links to base models If you already know how to use Blockbench, awesome! Feel free to review our [[Guidelines for Acceptable Figura Models]] and customize these base models. If not, feel free to ping a Blockbench team member for some assistance in getting started - we may not be able to make a model for you, but we can at least point you in the right direction of some resources that will help you learn the basics. == Join the Server! == Congratulations, you're ready to come roleplay with us! It's been quite a few steps to get here, but thankfully you only need to do this once. The server IP is <code>play.openchroniclesrp.com</code> - come on in and start RPing! ffa462921acd3f05396389272338e5517793adf0 114 104 2024-06-01T22:31:52Z OCRPNarrator 2 wikitext text/x-wiki {{Ooc}} Welcome to Open Chronicles! We hope that this guide will help kick-start you on a good direction for enjoying everything our server has to offer and provide a smooth transition for you and your character when joining the world. If you have any questions, please join our Discord! Anyone there should be able to help you, but specifically our '''Moderators''' should be able to provide extra assistance - they'll also be the ones approving whitelist apps and helping with first characters, so it's a good idea to get to know them! == Read the Rules == If you haven't already read our [[Server Rules]], now is a good time to do that. The rules posted in Discord are a good reference/summary, but the expanded rules are still required reading, as they go into more details. Additionally, it's not a bad idea to review our [[Gameplay Guidelines Index|Gameplay Guidelines]] as well. Failure to follow a guideline might not be a ban-worthy offense, but it still could get you into trouble if you repeatedly ignore them. == Read the Lore == We have links to the side for all the lore we have posted - races, the world itself, and all sorts of smaller topics are posted here. While you're waiting to get whitelisted (see below), take a gander and see what you might want to start with as your first character! == Get Whitelisted == We have a whitelist application on discord! check it out! To get whitelisted, simply poke a staff member (Mod Team is best if they're available) and they can get you whitelisted. Be sure to update your Discord nick to include your username and character name in the format of <code>username [character-name]</code>, i.e. <code>Numilani [Inkweaver]</code> == Submit your First Character == You can submit your first character through the ticket system in our Discord for approval. == Download the Modpack == While ''technically'' the modpack is an optional component for the server, we strongly recommend its use. A lack of a Figura model will make you stand out rather obviously, especially if you choose to play a more esoteric race where the custom model is more essential. === If you use Curseforge... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-curseforge/releases/latest/download/ocrp_modpack_curseforge.zip link] to download the latest version of the modpack. === If you use MultiMC or a compatible launcher... === * use this [https://github.com/OCRP-Tinkerers/official-modpack-multimc/releases/latest/download/ocrp_modpack_mmc.zip link] to download the latest version of the modpack. [[Category:Guides]] If you've never installed a modpack before and need help, or if you run into any issues, contact a Tinkerer on the Discord and we'll be happy to help! == Create your Figura Model == As mentioned above, ''technically speaking,'' Figura models are optional, but highly recommended. WIP - provide links to base models If you already know how to use Blockbench, awesome! Feel free to review our [[Guidelines for Acceptable Figura Models]] and customize these base models. If not, feel free to ping a Blockbench team member for some assistance in getting started - we may not be able to make a model for you, but we can at least point you in the right direction of some resources that will help you learn the basics. == Join the Server! == Congratulations, you're ready to come roleplay with us! It's been quite a few steps to get here, but thankfully you only need to do this once. The server IP is <code>play.openchroniclesrp.com</code> - come on in and start RPing! 72e1cd24c18cc52bea7cb6bf177375ac290e26d2 Page Masterlist 0 14 105 99 2024-05-31T23:43:26Z OCRPNarrator 2 /* Races */ wikitext text/x-wiki A list of pages, their relations, a short summary. Port progress is indicated if the link is red (page does not exist). == OOC Articles == * [[Main Page]] - The first page of the wiki. * [[Server Rules]] - A list of our rules. * [[Getting Started]] - Guide on how to get started on the server. * [[Gameplay Guidelines Index]] - An index of the following pages that handle roleplay and related matters. ** [[Player Hostilities Guide]] - A guide on how to handle IC actions. ** [[Mechanical Death and MedRP Guide]] - A guide on how death and medical roleplay works. ** [[RP Etiquette Guide]] - Guiding principles on roleplay etiquette; the do's and don'ts. ** [[Guidelines for Acceptable Figura Models]] - A guide on what makes an acceptable Figura model. * [[Custom Mechanics Index]] - An index of the following pages that handle our custom mechanics. ** [[Custom Server Mechanics]] - An overview of our custom mechanics. ** [[Command Reference]] - A list of accessible commands on server. ** [[Custom Recipes]] - A list of our custom recipes. *** [[Brewery Guide]] - A how-to guide of the Brewery plugin, with basic recipes. *** [[Cauldron Crafting Guide]] - A how-to guide of cauldron recipes separate from Brewery, with basic recipes. ** [[Discord Channel/Role Guide]] - A guide to our Discord server. ** [[Calendar]] - Our custom calendar for in-game time. == IC Articles == === Races === * [[Elves]] * [[Scyrtans]] * [[Orcs]] * [[Humans]] * [[Lizardfolk]] * [[Bugdwarves]] 203348e6be887d0f347a160b1413e8e184672caa Custom Server Mechanics 0 26 106 2024-06-01T05:26:12Z Wildpaw 8 Created page; Custom Recipes page does not exist and the link currently leads to an empty page. wikitext text/x-wiki This page serves to give a brief overview of our most relevant custom gameplay mechanics. If you're looking for a more in-depth list of commands to use, check [[Command Reference]] for more details. == Character Cards == Each player has a '''character card''', which can be edited to display basic information about their character on demand. * Use <code>/char view <username></code> to view a player's character card, or shift-right-click the character themselves. * Use <code>/char name/gender/age/desc</code> to set your own character's details. == Custom Assets == We employ a variety of plugins that allow us to create a wide variety of custom assets for the server, including: * Custom monsters with fully-animated models, unique abilities, and more * Custom items with unique models * Useable furniture * Custom crops for farming and eating * Custom crafting recipes for creating new and unique foods, items, and more == RP Chat == We use a custom '''ranged chat plugin''' to allow players to speak in-character at various ranges. There are both IC and OOC ranges available, with emote commands for each range. The plugin also supports the use of <code>@hand</code> for displaying a held item in chat. See the Player Commands page (linked above) for more details. == Invisible Item Frames == By looking at an item frame and typing <code>/itf toggle visibility</code>, you can turn an item frame invisible! == Realistic Seasons == Time doesn't stand still, and neither do the seasons with our '''Realistic Seasons''' plugin! By doing <code>/season</code> you can see information about what time, day, month, and season it is. Seasons have effects on the weather, mob spawning, plant appearances, biome colors, and more! == RP Healing == Perhaps most important is our '''custom HP mechanics'''. When you first log in, you'll notice that you have significantly more health than in vanilla. This is because we've made the following changes to health mechanics, to provide a more immersive experience: * HP pool raised from 20 → 100. * Natural regeneration and food regeneration is disabled. * Shift-right clicking a campfire gives Slowness III and Regeneration I for 60 seconds, restoring 20 HP. * Any player can brew a healing draught in a cauldron using Brewery recipes (see the [[Custom Recipes]] page for details). These minor healing draughts function the same as a campfire, giving slowness and regeneration. * If your character has an IC reason to have a medical background, you can claim a custom skill called "Tend Wounds". This allows you to heal another player, giving both of you slowness for 4 minutes but restoring 40 HP with no cost other than time. This is intended to allow for some minor medRP to occur during the 'tending process'. By implementing these changes, we've allowed medical characters to remain relevant rather than only ever performing life-saving medical treatment, thus making the experience of medRP more enjoyable than stressful. In addition, this allows Narrators to create more impactful moments in combat, where players may choose to retreat or rotate out mid-fight rather than simply eating food and jumping in a corner until back at full health. == Nodes and Active Builds == In order to allow players to spend more time building or RPing and less time gathering resources, we've implemented '''Nodes''' and '''Active Builds''' to facilitate faster gathering. '''Resource Nodes''' are designated spots of regenerating materials, such as stone, ore, or wood. This allows players to gather resources without stripping the underground or wasting time with massive mining efforts. '''Active Builds''' are chests that consume inputs and give outputs on a regular schedule. This allows players to gather large amounts of common resources with minimal effort - great for working on large-scale buildings! Both Resource Nodes and Active Builds are only hand-placed by staff at locations that have been built by players to house them. For example, if players build a lumber mill, they might receive a lumber Resource Node! If players build a massive quarry, they might receive a stone-based Active Build! Ask a staff member if you'd like to work towards setting up a build sufficiently RP-friendly to receive a Node/Active Build. 573060b1fbe2609424ccac3676a7e1eb794c9471 107 106 2024-06-01T05:26:42Z Wildpaw 8 wikitext text/x-wiki This page serves to give a brief overview of our most relevant custom gameplay mechanics. If you're looking for a more in-depth list of commands to use, check [[Command Reference]] for more details. == Character Cards == Each player has a '''character card''', which can be edited to display basic information about their character on demand. * Use <code>/char view <username></code> to view a player's character card, or shift-right-click the character themselves. * Use <code>/char name/gender/age/desc</code> to set your own character's details. == Custom Assets == We employ a variety of plugins that allow us to create a wide variety of custom assets for the server, including: * Custom monsters with fully-animated models, unique abilities, and more * Custom items with unique models * Useable furniture * Custom crops for farming and eating * Custom crafting recipes for creating new and unique foods, items, and more == RP Chat == We use a custom '''ranged chat plugin''' to allow players to speak in-character at various ranges. There are both IC and OOC ranges available, with emote commands for each range. The plugin also supports the use of <code>@hand</code> for displaying a held item in chat. See the Player Commands page (linked above) for more details. == Invisible Item Frames == By looking at an item frame and typing <code>/itf toggle visibility</code>, you can turn an item frame invisible! == Realistic Seasons == Time doesn't stand still, and neither do the seasons with our '''Realistic Seasons''' plugin! By doing <code>/season</code> you can see information about what time, day, month, and season it is. Seasons have effects on the weather, mob spawning, plant appearances, biome colors, and more! == RP Healing == Perhaps most important is our '''custom HP mechanics'''. When you first log in, you'll notice that you have significantly more health than in vanilla. This is because we've made the following changes to health mechanics, to provide a more immersive experience: * HP pool raised from 20 → 100. * Natural regeneration and food regeneration is disabled. * Shift-right clicking a campfire gives Slowness III and Regeneration I for 60 seconds, restoring 20 HP. * Any player can brew a healing draught in a cauldron using Brewery recipes (see the [[Custom Recipes]] page for details). These minor healing draughts function the same as a campfire, giving slowness and regeneration. * If your character has an IC reason to have a medical background, you can claim a custom skill called "Tend Wounds". This allows you to heal another player, giving both of you slowness for 4 minutes but restoring 40 HP with no cost other than time. This is intended to allow for some minor medRP to occur during the 'tending process'. By implementing these changes, we've allowed medical characters to remain relevant rather than only ever performing life-saving medical treatment, thus making the experience of medRP more enjoyable than stressful. In addition, this allows Narrators to create more impactful moments in combat, where players may choose to retreat or rotate out mid-fight rather than simply eating food and jumping in a corner until back at full health. == Nodes and Active Builds == In order to allow players to spend more time building or RPing and less time gathering resources, we've implemented '''Nodes''' and '''Active Builds''' to facilitate faster gathering. '''Resource Nodes''' are designated spots of regenerating materials, such as stone, ore, or wood. This allows players to gather resources without stripping the underground or wasting time with massive mining efforts. '''Active Builds''' are chests that consume inputs and give outputs on a regular schedule. This allows players to gather large amounts of common resources with minimal effort - great for working on large-scale buildings! Both Resource Nodes and Active Builds are only hand-placed by staff at locations that have been built by players to house them. For example, if players build a lumber mill, they might receive a lumber Resource Node! If players build a massive quarry, they might receive a stone-based Active Build! Ask a staff member if you'd like to work towards setting up a build sufficiently RP-friendly to receive a Node/Active Build. 6553330da40bbf3efe7e96fd0e49c32452e01059 109 107 2024-06-01T05:29:04Z Wildpaw 8 wikitext text/x-wiki This page serves to give a brief overview of our most relevant custom gameplay mechanics. If you're looking for a more in-depth list of commands to use, check [[Command Reference]] for more details. == Character Cards == Each player has a '''character card''', which can be edited to display basic information about their character on demand. * Use <code>/char view <username></code> to view a player's character card, or shift-right-click the character themselves. * Use <code>/char name/gender/age/desc</code> to set your own character's details. == Custom Assets == We employ a variety of plugins that allow us to create a wide variety of custom assets for the server, including: * Custom monsters with fully-animated models, unique abilities, and more * Custom items with unique models * Useable furniture * Custom crops for farming and eating * Custom crafting recipes for creating new and unique foods, items, and more == RP Chat == We use a custom '''ranged chat plugin''' to allow players to speak in-character at various ranges. There are both IC and OOC ranges available, with emote commands for each range. The plugin also supports the use of <code>@hand</code> for displaying a held item in chat. See the Player Commands page (linked above) for more details. == Invisible Item Frames == By looking at an item frame and typing <code>/itf toggle visibility</code>, you can turn an item frame invisible! == Realistic Seasons == Time doesn't stand still, and neither do the seasons with our '''Realistic Seasons''' plugin! By doing <code>/season</code> you can see information about what time, day, month, and season it is. Seasons have effects on the weather, mob spawning, plant appearances, biome colors, and more! == RP Healing == Perhaps most important is our '''custom HP mechanics'''. When you first log in, you'll notice that you have significantly more health than in vanilla. This is because we've made the following changes to health mechanics, to provide a more immersive experience: * HP pool raised from 20 → 100. * Natural regeneration and food regeneration is disabled. * Shift-right clicking a campfire gives Slowness III and Regeneration I for 60 seconds, restoring 20 HP. * Any player can brew a healing draught in a cauldron using Brewery recipes (see the [[Custom Recipes]] page for details). These minor healing draughts function the same as a campfire, giving slowness and regeneration. * If your character has an IC reason to have a medical background, you can claim a custom skill called "Tend Wounds". This allows you to heal another player, giving both of you slowness for 4 minutes but restoring 40 HP with no cost other than time. This is intended to allow for some minor medRP to occur during the 'tending process'. By implementing these changes, we've allowed medical characters to remain relevant rather than only ever performing life-saving medical treatment, thus making the experience of medRP more enjoyable than stressful. In addition, this allows Narrators to create more impactful moments in combat, where players may choose to retreat or rotate out mid-fight rather than simply eating food and jumping in a corner until back at full health. == Nodes and Active Builds == In order to allow players to spend more time building or RPing and less time gathering resources, we've implemented '''Nodes''' and '''Active Builds''' to facilitate faster gathering. '''Resource Nodes''' are designated spots of regenerating materials, such as stone, ore, or wood. This allows players to gather resources without stripping the underground or wasting time with massive mining efforts. '''Active Builds''' are chests that consume inputs and give outputs on a regular schedule. This allows players to gather large amounts of common resources with minimal effort - great for working on large-scale buildings! Both Resource Nodes and Active Builds are only hand-placed by staff at locations that have been built by players to house them. For example, if players build a lumber mill, they might receive a lumber Resource Node! If players build a massive quarry, they might receive a stone-based Active Build! Ask a staff member if you'd like to work towards setting up a build sufficiently RP-friendly to receive a Node/Active Build. 56f38e28388991939aca44d5ec01dd5bd393606d Main Page 0 1 108 102 2024-06-01T05:27:36Z Wildpaw 8 Mechanics and Guide: Added Custom Server Mechanics link. wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?'''Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * [[Custom Server Mechanics]] * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == * World Lore * [[:Category:Races|Races]] * The Old World :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! d8c427e335a90f9f682d6d12d204a5c02e462c38 117 108 2024-06-01T23:01:10Z Drodez 6 Added a space on the banner "What is OCRP" wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?''' Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Known world of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * [[Custom Server Mechanics]] * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == * World Lore * [[:Category:Races|Races]] * The Old World :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 8184d73bbb5fa782e2b22e9bdaa2cdcce6b6474f 136 117 2024-06-03T16:29:03Z 2600:1700:2DE0:13D0:74A6:4BA9:787B:265C 0 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], Lore, and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?''' Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Map of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * [[Custom Server Mechanics]] * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == * World Lore * [[:Category:Races|Races]] * The Old World :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 4fdf814fe5fe8383310c64b8b7b49b93466d1f7e 145 136 2024-06-06T07:55:36Z MonsieurChampi 12 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#90EE90; margin:0.1em 0 2px 0; border:thick double #50C878;" | style="width:100%; color:#000;" | <!-- "WELCOME TO THE WIKI" AND ARTICLE COUNT --> {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:180%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome to the Open Chronicles Wiki!'''</div> <div style="top:0.5em; font-size:120%;"><small>''An Archive for the [[Server Rules|Rules]], [[:Category:Races|Lore]], and History of a Minecraft Roleplaying Community''</small></div> <div id="articlecount" style="font-size:100%;">There are [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki</div></div> |} |} <div align="center" style="background: #90EE90; border: thick double #50C878; padding: .4em; font-size: 140%; text-align:left;"><div style="float: left;"><span style="top: -6px; left: -5px; position: relative; margin-right: -3px;">[[File:OCRP.png|40px]]</span></div>'''What is OCRP?''' Open Chronicles Role Play is a multiplayer minecraft roleplaying experience!</div> == General == [[File:W1MAP.jpg|left|thumb|'''Map of W1.''']] Welcome to our Wiki, the definitive source for the server's approved canon and latest developments. Here, you'll find comprehensive, current information curated to reflect our server's lore, mechanics, and general information. === Here are some important pages! === * [[Server Rules]] * [[Getting Started|New Player Guide]] * [[RP Etiquette Guide|RP Etiquette]]<br /> == Mechanics and Guide == OCRP uses many different mechanics to make the world feel much more lively and immersive, here are some of the pages that will help you understand and learn using them! * [[Calendar]] * [[Command Reference]] * [[Custom Server Mechanics]] * Discord Role Guide * [[:Category:Guides|Guides!]] == Lore == * World Lore * [[:Category:Races|Races]] * The Old World :::'''OCRP''' is a Minecraft roleplaying community. If you are interested in joining, just head to our [https://discord.com/invite/hahanotyet '''Discord'''] and get whitelisted! 128142b4d559353b095a5788daf2c598ba71694a Command Reference 0 25 110 100 2024-06-01T05:31:33Z Wildpaw 8 wikitext text/x-wiki {{ooc}} = A Quick Guide to Player Commands = == <small>Character Commands</small> == === Character Cards === <code>/char name <name></code> - Set your character's name. Accepts first, last, title or one single name. <code>/char gender <M/F/O></code> - Set your character's gender. <code>/char age <age></code> - Set your character's age (must be 18+, enforced by plugin config). <code>/char desc <description></code> - Set your character's description (freehand text field). <code>/char view [player]</code> - View a player's character card (or your own if not specified). === Character Names === <code>/nick <charname></code> - Set your visible player name in chat and tab. <code>/realname <charname></code> - See the username behind a character's nickname. This can also be done by hovering over a person's character name in chat. == Chat Commands == <code>/ranges</code> - View all chat ranges <code>/ch <range></code> - Change chat ranges. <code>/ch <range> <msg></code> - Send a single message in a chat range (without switching). === Chat Shortcuts === <code>/global</code> or <code>/g</code> - Changes the range at which you type to the entire server. <code>/province</code> or <code>/p</code> - Changes the range at which you type to a range of 162 blocks. <code>/yell</code> or <code>/y</code> - Changes the range at which you type to a range of 54 blocks. <code>/local</code> or <code>/l</code> - Changes the range at which you type to a range of 18 blocks. <code>/quiet</code> or <code>/q</code> - Changes the range at which you type to a range of 6 blocks. <code>/whisper</code> or <code>/wh</code> - Changes the range at which you type to a range of 2 blocks. <code>/meg | mep | mey | mel | meq | mew <emote></code> - Sends an emote in the respective range. === Showing Items in Chat === * If you type a chat message that contains <code>@hand</code> or <code>@offhand</code> as part of the message, it will display whatever item you're holding. * HOWEVER, this only works if typing a chat message directly - using chat ''commands'' does not work (i.e. chatting <code>look at my @hand !</code> would work, but typing <code>/global look at my @hand !</code> would not, because that's a chat command, not a chat message. == RP Commands == <code>/kit itemframe</code> - Receive 1 Item Frame on a 10 minute cooldown. <code>/itf toggle</code> - Toggles an Item Frame's visibility when you place them. <code>/kit sign</code> - Receive 1 Oak Sign on a 10 minute cooldown. <code>/writenote <title> <msg></code> - Use while holding a piece of paper to write a note on it. Title and message must '''both''' be wrapped in double-quotes, i.e. <code>/writenote "test title" "this is a test message"</code> <code>/roll <formula></code> - Rolls a set of dice. Defaults to 3d6, but a formula can be specified, i.e. <code>/roll 1d20</code>. == Miscellaneous Commands == <code>/season</code> - Shows the current IC date, time, and season information. <code>/helpop <msg></code> - Send a message to any available staff online the server. 506b2b72663568d20e24e4b42a90d93388762d63 Calendar 0 16 111 73 2024-06-01T22:18:36Z Wildpaw 8 Fixed typo; "in an immersive ." fixed to "in an immersive manner." wikitext text/x-wiki How time passes on the server. == How Time Moves == For the sake of telling our stories within any of our settings on Open Chronicles, time is moving much faster than it would in the real world. The accelerated movement of time helps up the pace of aging in the setting, explains the construction of in-character builds, and demonstrates many other time-dependent activities in an immersive manner. The most significant factor is that this faster pace helps keep immersion as Roleplay Events appear throughout a given period. Below are some basic conversions for the time going from IRL to IC. When on the server, one can type <code>/season</code> to receive the current IC date and time.<blockquote>3 IRL hours = 1 IC Day 1 IRL Day = 8 IC Days 7 IRL Days = 1 IC Month 14 IRL Days = 2 IC Months | 1 IC Season 8 IRL Weeks = 1 IC Year</blockquote> == Months == {| class="wikitable" |+ ! rowspan="2" |<big>'''Spring'''</big> |'''Soddaw''' |From "sod thaw" - when the ice melts. ! |- |'''Blide''' |From "bloom tide" - when the plants begin blossoming. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Summer'''</big> |'''Sefal''' |From "seed fall" - when the planting season begins. ! |- |'''Saleen''' |From "salt green" - a reference to sweat of outdoor labor. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Fall'''</big> |'''Vinas''' |From "vine season" - the month for wine-pressing. ! |- |'''Harvin''' |From "harvest time" - when crops are ready for harvest. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Winter'''</big> |'''Surin''' |From "snap turn" - when the weather snaps from moderate to cold. ! |- |'''Icine''' |From "ice time" - when the ground is frozen. ! |} 53fa17b0d53bb9f61fdfe06cb58e6c6c0c2fe6c0 115 111 2024-06-01T22:32:45Z OCRPNarrator 2 wikitext text/x-wiki How time passes on the server. == How Time Moves == For the sake of telling our stories within any of our settings on Open Chronicles, time is moving much faster than it would in the real world. The accelerated movement of time helps up the pace of aging in the setting, explains the construction of in-character builds, and demonstrates many other time-dependent activities in an immersive manner. The most significant factor is that this faster pace helps keep immersion as Roleplay Events appear throughout a given period. Below are some basic conversions for the time going from IRL to IC. When on the server, one can type <code>/season</code> to receive the current IC date and time.<blockquote>3 IRL hours = 1 IC Day 1 IRL Day = 8 IC Days 7 IRL Days = 1 IC Month 14 IRL Days = 2 IC Months | 1 IC Season 8 IRL Weeks = 1 IC Year</blockquote> == Months == {| class="wikitable" |+ ! rowspan="2" |<big>'''Spring'''</big> |'''Soddaw''' |From "sod thaw" - when the ice melts. ! |- |'''Blide''' |From "bloom tide" - when the plants begin blossoming. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Summer'''</big> |'''Sefal''' |From "seed fall" - when the planting season begins. ! |- |'''Saleen''' |From "salt green" - a reference to sweat of outdoor labor. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Fall'''</big> |'''Vinas''' |From "vine season" - the month for wine-pressing. ! |- |'''Harvin''' |From "harvest time" - when crops are ready for harvest. ! |- ! ! ! ! |- ! rowspan="2" |<big>'''Winter'''</big> |'''Surin''' |From "snap turn" - when the weather snaps from moderate to cold. ! |- |'''Icine''' |From "ice time" - when the ground is frozen. ! |} [[Category:Guides]] 780343c7be260a7dc7184600b56d53c8688514fb Guidelines for Acceptable Figura Models 0 10 112 68 2024-06-01T22:29:36Z OCRPNarrator 2 wikitext text/x-wiki {{Ooc}} [[category:guides]] The Figura Acceptable Model Guidelines are the rules surrounding what we consider a permissable player model. If your model does not meet these standards, a staff member may ask you to change/update your model to better fit these guidelines. For egregious cases (i.e. nude models, gore, intentionally-disruptive models, etc) we may temporary de-whitelist you until the matter is resolved. Much of these rules are based on the standard [https://www.blockbench.net/wiki/guides/minecraft-style-guide/ Minecraft Style Guide/], which is also a standard we use when judging proposed art assets as well as player models. The following rules, accompanied by the MC Style Guide, should be taken into consideration when designing any art asset you wish to use on the server, including (and especially) your character model. To view this page in an illustrated format, click here! (Link not yet available) == Banned Elements == === Nudity === This should go without saying. Violation of this guideline is also a violation of our rules and will likely get you banned. === Extreme-resolution textures === Character models should not feel out-of-place within a Minecraft world - as such, elements should not have excessively hi-def textures applied to them. As a general rule, anything above 128x128 is too high for an element of your model. === Extreme-fidelity models === Highly-detailed models are just as out-of-place as high-def textures - in addition, these are "heavy" models for clients to load and render. Models with 100+ cubes, excessively-rounded elements, etc are not allowed. === Excessively large/complex/disruptive animations === Animations can add life to a model, but should be used sparingly. If your animation takes longer than a couple seconds to play, it's too long. === Lore-inconsistent models or skins === Your character model, and all its details, should be lore-appropriate. Bring a model of a robot into a medieval fantasy setting is not an appropriate use of Figura models. === Excessive/inappropriate physics === Do NOT use animation/physics code to add "jiggle physics" or any similar concepts to your model. Hair/cloth physics is fine ''when used sparingly''. Keep in mind the rendering cost of such features - not everyone has a strong computer. == Requires Permission In Advance == === Animating over vanilla actions === It is possible to replace vanilla animations such as walk, sneak, crouch, etc. However, this is usually a bad idea for various reasons, and you should check with a staff member before doing this. === Sound Effects === Sounds as part of models is ''almost always'' more of a nuisance than it is a boon - please check with staff before doing this. === Unofficial "body part model modifications" === Some characters may be able to earn/create "extensions" of their model, i.e. wings, mechanical alterations, etc. These do, however, need to be earned in-character and approved in advance before they are added to your model. === Unusually-scaled models === We provide guidelines on the height ranges for characters - if you want to play a character outside of those ranges, ask first. == Use common sense / discretion == === Complex animations === If your animation takes longer than 10 seconds, consider shortening it. === Anything "unusual" === Generally just...use common sense. Figura provides infinite possibilities, but not all of those possibilities are RP-appropriate. Use your discretion, or ask a staff member. === Breasts and/or unusual detailing on characters === Breasts on models has been a controversial topic in the past, so we've come to a compromise: characters may have 3d-modeled breasts on characters if they follow these guidelines: * they must be modest and reasonably sized for the character (no anime-style shenanigans) * they must be ''user-togglable'' - we have a script for this that we can provide. This suitably allows players to represent their characters as they see fit, while also allowing those who find blocky boobs on a character model to be cosmetically annoying to toggle them off. This rule may also be applied to certain character elements that players may find upsetting - spider legs for arachnophobes, for example, require a user-configurable cosmetic toggle. For those who wish to use user-togglable features, include this function in your Lua script:<syntaxhighlight lang="lua"> local function cosmeticToggle(bool) -- hide specific modelparts here end avatar:store("cosmeticToggle", cosmeticToggle) </syntaxhighlight>For those who wish to hide certain features, use this in your own Lua script:<syntaxhighlight lang="lua"> for uuid, avatarData in pairs(world.avatarVars()) do if avatarData.cosmeticToggle then avatarData.cosmeticToggle(false) end end </syntaxhighlight> 8e90e8c481ba2b0f689ce3d838b6534a21b8df6a Gameplay Guidelines Index 0 6 113 67 2024-06-01T22:30:30Z OCRPNarrator 2 wikitext text/x-wiki {{Ooc}} = Gameplay Guidelines = The Gameplay Guidelines are a list of various documents that outline additional gameplay systems, tips, and processes we follow for various scenarios. Gameplay guidelines are not ''rules'' in the strictest sense - staff may bend these guidelines on rare occasions, and violating these guidelines as a player will not get you in trouble like breaking a rule would - but these documents provide a sense of "how we do things around here". It is wise to review these documents thoroughly in order to become accustomed to our procedures, as some of our systems differ greatly from what you may be accustomed to from other Roleplay Settings. == List of Guidelines == [[Player Hostilities Guide]] [[Mechanical Death and MedRP Guide]] [[RP Etiquette Guide]] [[Guidelines for Acceptable Figura Models]] [[category:guides]] ab46b75e78543c41e33cad34dc3a30a829966323 Scyrtans 0 19 116 89 2024-06-01T22:35:04Z OCRPNarrator 2 wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the [[Lizardfolk|Zamin-sada]] empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 9c8156499bcfd9ed732f678d1b7ad264ada579cb 125 116 2024-06-04T05:58:45Z Keksin 10 Corrected a missing quotation mark. wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the [[Lizardfolk|Zamin-sada]] empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith" ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional Homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 16b6afa55baa920c94c3aee15a6aff85b5a133ca 126 125 2024-06-04T05:59:42Z Keksin 10 Minor improper capitalization. wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the [[Lizardfolk|Zamin-sada]] empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith" ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship, Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 1b2159b1b9e25beb9468bf88b084c252a6dd282c 127 126 2024-06-04T06:00:34Z Keksin 10 Replacing a comma with a period. wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Scyrtans often exhibit the ability to stay underwater for extended periods due to their gills taking most of the brunt, they do, however, require some surface air to let out the “bad air” of the water. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the [[Lizardfolk|Zamin-sada]] empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith" ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship. Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. 996e4a6733555be894355b6b2e4217b863d76a3f 135 127 2024-06-04T06:55:19Z Keksin 10 Waterbreathing details were incorrectly blended with Lifespan details wikitext text/x-wiki {{lore}} [[Category:Races]] The Scyrtans are a group of amphibious people who thrive in both the vast ocean and the dense marshlands. Renowned for their harmonious relationship with water, they live in floating or swamp-rooted communities crafted from marsh plants. Scyrtan society is guided by the wise Council of Waves and structured around extended family groups known as Circles of Kin. Deeply spiritual, they honor water, blending their rich cultural traditions with practical craftsmanship. United by a legacy of resilience and cooperation, the Scyrtans embody a peaceful, nature-revering way of life. == Physiology == ==== Lifespan ==== Scyrtans age at a relatively moderate pace compared to humans, with maturity typically achieved by age 15. Their overall lifespan aligns closely with that of humans, with the oldest Scyrtans living up to 100 years. ==== General Traits ==== The Scyrtans are characterised by their small stature, almost never exceeding the height of a human child. Despite their small size, they possess a robust body adapted for both aquatic and swampy environments; webbed hands and feet, gills hidden behind their rounded ears, and olive-toned skin that provides camouflage in their natural habitats. Their eyes are adapted to see clearly underwater, though they experience some difficulty in bright daylight above water. ==== Skin Colour Variation ==== Scyrtan skin can vary in shades of green and brown, providing natural camouflage in the dense flora of their homes. This variation can be influenced by their diet and the specific region they inhabit. ====Waterbreathing==== Scyrtans often exhibit the ability to stay underwater for extended periods due to their effective gills. However, they require occasional surface air to relieve themselves of the water's "bad air". == Society == === Hierarchy === ==== <u>The Council of Waves</u> ==== At the top of Scyrtan society is the Council of Waves, a group of highly respected elders and spiritual leaders. These individuals are chosen for their wisdom, experience, and dedication to the community. The Council of Waves oversees major decisions, mediates conflicts, and ensures that the Scyrtans' spiritual and cultural traditions are upheld. ===== <u>Selection and Duties</u> ===== * '''Selection''': Council members are chosen through a combination of community consensus and spiritual discernment, often involving rituals and signs believed to be from the water spirits. * '''Duties''': They oversee the welfare of the Scyrtans, manage relations with neighbouring communities, and guide spiritual practices and festival ==== <u>The Circles of Kin</u> ==== Below the Council of Waves are the Circles of Kin, which consist of extended family groups or clans. Each Circle is led by a Kin Elder, who is respected for their leadership qualities and dedication to the clan. The Kin Elder is responsible for the internal harmony of the clan, managing resources, and representing the clan in broader community matters. ===== <u>Structure and Roles:</u> ===== * '''Kin Elder:''' Typically the eldest or most respected family member, responsible for decision-making and conflict resolution within the Circle. * '''Family Heads:''' Leaders of smaller family units within the Circle, assisting the Kin Elder and ensuring the well-being of their immediate families. * '''Mentors and Guardians:''' Experienced members who provide guidance, training, and protection to younger or less experienced Scyrtans. ==== <u>The Community Assemblies</u> ==== The Community Assemblies are gatherings where all adult members of the Scyrtan society can participate in discussions and decision-making processes. These assemblies are held regularly to address communal issues, celebrate festivals, and make collective decisions about the community’s future. === Migratory Scyrtans === Throughout the most recent centuries, a growing amount of scyrtans choose to leave the homelands of the tribes along the inner sea, choosing to settle among both the [[Lizardfolk|Zamin-sada]] empire and both the Venturan and Corasan humans alike, often finding themselves in roles of shipwrights, sailors and fishermen, those scyrtans may have left their old homes, but still keep to themselves in smaller settlements away from the main cities of their new homelands, still keeping a sense of community. == Culture and Beliefs == ==== Creation Myth ==== Long ago, a faction of merfolk seeking refuge from tyrannical rule found solace in the Scyrti Mangroves, beneath the shadow of a great mountain. These merfolk, guided by the wise leader Dhow, adapted to their new environment, gradually becoming the Scyrtans. The name "Scyrtans" was bestowed upon them by neighbouring Zamin tribe, meaning "Of the Scyrti Forest"​​. ==== The Dhow Legend ==== The Scyrtans' history is marked by their early struggles against the Lizards of Mount Scyrti, who sought to exploit the mangroves for fuel. This conflict reached a turning point when Dhow, in a desperate raid, discovered a dragon's hoard. Using this treasure, he brokered peace with the Lizards, leading to a lasting alliance. This event is commemorated in their annual "Leap of Faith" ceremony, where young Scyrtans jump from cliffs into the water to prove their bravery and connection to their heritage​​. ==== Belief System ==== Scyrtans hold a deep reverence for water and nature, believing that every drop of water contains the spirit of their ancestors. Their primary deity is Dhow, a legendary figure who is believed to guide and protect them. Their spiritual practices include grand festivals where they honour water through music and dance, creating ripples that symbolise their prayers spreading through the world. ==== Architecture ==== Scyrtan architecture is uniquely adapted to their environment. Traditional homes are constructed from buoyant marsh plants and woven wood, floating on the water's surface or nestled among the roots of large trees. These structures are both functional and artistic, showcasing the Scyrtans' craftsmanship. Scyrtans who migrated to the domains of other races often adopt or merge their styles with their host culture, albeit with more room for a bathtub... ==== Music and Art ==== Music is integral to Scyrtan culture, with instruments crafted from natural materials like reeds and shells. Their songs often mimic the sounds of water, creating a serene and harmonious ambiance. Art is similarly nature-inspired, with intricate carvings and woven patterns adorning their homes and communal spaces. ==== Cuisine ==== The Scyrtan diet is rich in seafood, edible plants, and small game. They are skilled hunters and gatherers, utilising their environment to the fullest. Their cuisine often features dishes made from fresh fish, swamp herbs, and marsh vegetables. ==== Fashion ==== Scyrtan clothing is made from lightweight, water-resistant materials. They favour garments that allow ease of movement in water, such as tunics and shorts, often adorned with shells and aquatic plants. ==== Magic ==== The old texts of the scyrtans speak of the great mages of water, able to divert a river with a mere thought; such feats, however, were not seen for generations. a744351565e79846a4639fe6290122fabe287e54 W1 Player Guide 0 27 118 2024-06-03T14:55:26Z OCRPNarrator 2 Created page with "== The Setting == The players are given a spawn choice between two small port colonies. Each town has some treats around it for interesting fun quests, more on those once you actually get to the map… == Town Charter == For the first few years (ic months) in this strange land your basic form of governance is written in a town charter, issued by a government and sponsored by a company. The town charter outlines the following duties and goals: === Duties: === * Maintain..." wikitext text/x-wiki == The Setting == The players are given a spawn choice between two small port colonies. Each town has some treats around it for interesting fun quests, more on those once you actually get to the map… == Town Charter == For the first few years (ic months) in this strange land your basic form of governance is written in a town charter, issued by a government and sponsored by a company. The town charter outlines the following duties and goals: === Duties: === * Maintain law and order within the town. * Ensure the safety and wellbeing of all inhabitants. * Develop the town’s infrastructure, including housing, roads, and public buildings. * Promote economic growth through trade and resource management. * Uphold alliances and manage relationships with external factions, whoever they may be… === Goals: === * Expand the town’s territory and influence. * Discover and utilise local resources. * Confirm the existence of native inhabitants and foster cooperation. * Achieve self-sufficiency and reduce dependency on external supplies. * Encourage exploration and uncover the continent’s secrets. * Money! == Town Development Options == After the initial phase, each town can forge its own path: # Full Assistance from the Old World The safe and sound option, you get all the benefits of supplies at regular intervals (unless raiders have a say in the matter). '''Benefits''': More consistent and discounted goods from the old world (metals, extra food, better weaponry, etc.). '''Obligations''': Pay scheduled taxes. Tax collection is once every four in-game months (OOC 1 month) given the distance. A routine report is sent back alongside the tax collector. # Colonial Self Governance The less savoury option, but still one with merit. It is possible given your town charters. Your relationship with the old world is more business-oriented, working with opportunistic companies. '''Benefits''': Work with companies willing to sacrifice moral integrity for profit. '''Obligations''': Provide more resources from within the continent. # Independence You are free to establish your own cities, at your own risk. '''Benefits''': The riches of the continent are yours alone for the taking, with many added benefits… '''Obligations''': Risk and Endure the wrath of the military force sent as repercussion. # Expansion Mandate The difficult option, a directive focused on rapid growth and territorial expansion. This mandate encourages aggressive expansion strategies to quickly establish dominance over the new land. '''Benefits''': Increased support and resources from the company sponsoring the town. Access to specialized expansion teams and equipment. Bonuses for securing key strategic locations and resources. '''Obligations''': Must meet aggressive expansion targets set by the sponsoring company. Continuous exploration and settlement of new areas. Establish and maintain outposts and new settlements regularly. == Camps == Players can craft Camping Supplies via either Helper or Narrator. Supplies include lumber, fabric, wool, and basic necessities. While out in the world, players can ask a Helper or Narrator to spend one camping supplies per person present to set up camp nearly anywhere. '''Camp Options''': Prefabbed tents and camping essentials (drying rack, campfire, cart, etc.). Freely build a small camp depending on the amount of Camping Supplies spent (limit 1 per person per camp). Notes: These camps are not towns, but extensions thereof. 879a44bc5ac48652e5d19716376b0ccdf9a686af 121 118 2024-06-03T15:06:25Z OCRPNarrator 2 wikitext text/x-wiki {{updating}}{{IC}} [[Category:Guides]] == The Setting == The players are given a spawn choice between two small port colonies. Each town has some treats around it for interesting fun quests, more on those soon! == Town Charter == For the first few years (ic months) in this strange land your basic form of governance is written in a town charter, issued by a government and sponsored by a company. The town charter outlines the following duties and goals: === Duties: === * Maintain law and order within the town. * Ensure the safety and wellbeing of all inhabitants. * Develop the town’s infrastructure, including housing, roads, and public buildings. * Promote economic growth through trade and resource management. * Uphold alliances and manage relationships with external factions, whoever they may be… === Goals: === * Expand the town’s territory and influence. * Discover and utilise local resources. * Confirm the existence of native inhabitants and foster cooperation. * Achieve self-sufficiency and reduce dependency on external supplies. * Encourage exploration and uncover the continent’s secrets. * Money! == Town Development Options == After the initial phase, each town can forge its own path: === <u>Full Assistance from the Old World</u> === The safe and sound option, you get all the benefits of supplies at regular intervals (unless raiders have a say in the matter). '''Benefits''': More consistent and discounted goods from the old world (metals, extra food, better weaponry, etc.). '''Obligations''': Pay scheduled taxes. Tax collection is once every four in-game months (OOC 1 month) given the distance. A routine report is sent back alongside the tax collector. === <u>Colonial Self Governance</u> === The less savoury option, but still one with merit. It is possible given your town charters. Your relationship with the old world is more business-oriented, working with opportunistic companies. '''Benefits''': Work with companies willing to sacrifice moral integrity for '''<big>p r o f i t</big>'''. '''Obligations''': Provide more resources from within the continent. === <u>Independence</u> === You are free to establish your own cities, '''at your own risk.''' '''Benefits''': The riches of the continent are yours alone for the taking, with many added benefits… '''Obligations''': Risk and Endure the wrath of the military force sent as repercussion. === <u>Expansion Mandate</u> === The difficult option, a directive focused on rapid growth and territorial expansion. This mandate encourages aggressive expansion strategies to quickly establish dominance over the new land. '''Benefits''': Increased support and resources from the company sponsoring the town. Access to specialized expansion teams and equipment. Bonuses for securing key strategic locations and resources. '''Obligations''': Must meet aggressive expansion targets set by the sponsoring company. Continuous exploration and settlement of new areas. Establish and maintain outposts and new settlements regularly. == Camps == Players can craft Camping Supplies via either Helper or Narrator. Supplies include lumber, fabric, wool, and basic necessities. While out in the world, players can ask a Helper or Narrator to spend one camping supplies per person present to set up camp nearly anywhere. '''Camp Options''': Prefabbed tents and camping essentials (drying rack, campfire, cart, etc.). Freely build a small camp depending on the amount of Camping Supplies spent (limit 1 per person per camp). Notes: These camps are not towns, but extensions thereof. 5f149961b66ec456762665cc4236882c1ee6a568 122 121 2024-06-03T15:07:01Z OCRPNarrator 2 wikitext text/x-wiki {{updating}}{{lore}} [[Category:Guides]] == The Setting == The players are given a spawn choice between two small port colonies. Each town has some treats around it for interesting fun quests, more on those soon! == Town Charter == For the first few years (ic months) in this strange land your basic form of governance is written in a town charter, issued by a government and sponsored by a company. The town charter outlines the following duties and goals: === Duties: === * Maintain law and order within the town. * Ensure the safety and wellbeing of all inhabitants. * Develop the town’s infrastructure, including housing, roads, and public buildings. * Promote economic growth through trade and resource management. * Uphold alliances and manage relationships with external factions, whoever they may be… === Goals: === * Expand the town’s territory and influence. * Discover and utilise local resources. * Confirm the existence of native inhabitants and foster cooperation. * Achieve self-sufficiency and reduce dependency on external supplies. * Encourage exploration and uncover the continent’s secrets. * Money! == Town Development Options == After the initial phase, each town can forge its own path: === <u>Full Assistance from the Old World</u> === The safe and sound option, you get all the benefits of supplies at regular intervals (unless raiders have a say in the matter). '''Benefits''': More consistent and discounted goods from the old world (metals, extra food, better weaponry, etc.). '''Obligations''': Pay scheduled taxes. Tax collection is once every four in-game months (OOC 1 month) given the distance. A routine report is sent back alongside the tax collector. === <u>Colonial Self Governance</u> === The less savoury option, but still one with merit. It is possible given your town charters. Your relationship with the old world is more business-oriented, working with opportunistic companies. '''Benefits''': Work with companies willing to sacrifice moral integrity for '''<big>p r o f i t</big>'''. '''Obligations''': Provide more resources from within the continent. === <u>Independence</u> === You are free to establish your own cities, '''at your own risk.''' '''Benefits''': The riches of the continent are yours alone for the taking, with many added benefits… '''Obligations''': Risk and Endure the wrath of the military force sent as repercussion. === <u>Expansion Mandate</u> === The difficult option, a directive focused on rapid growth and territorial expansion. This mandate encourages aggressive expansion strategies to quickly establish dominance over the new land. '''Benefits''': Increased support and resources from the company sponsoring the town. Access to specialized expansion teams and equipment. Bonuses for securing key strategic locations and resources. '''Obligations''': Must meet aggressive expansion targets set by the sponsoring company. Continuous exploration and settlement of new areas. Establish and maintain outposts and new settlements regularly. == Camps == Players can craft Camping Supplies via either Helper or Narrator. Supplies include lumber, fabric, wool, and basic necessities. While out in the world, players can ask a Helper or Narrator to spend one camping supplies per person present to set up camp nearly anywhere. '''Camp Options''': Prefabbed tents and camping essentials (drying rack, campfire, cart, etc.). Freely build a small camp depending on the amount of Camping Supplies spent (limit 1 per person per camp). Notes: These camps are not towns, but extensions thereof. 0118f5fca238de98d857de0165a8548d2ececb8c 123 122 2024-06-03T15:08:01Z OCRPNarrator 2 wikitext text/x-wiki {{updating}}{{lore}} [[Category:Guides]] == The Setting == The players are given a spawn choice between two small port colonies. Each town has some treats around it for interesting fun quests, more on those soon! == Town Charter == For the first few years (ic months) in this strange land your basic form of governance is written in a town charter, issued by a government and sponsored by a company. The town charter outlines the following duties and goals: === Duties: === * Maintain law and order within the town. * Ensure the safety and wellbeing of all inhabitants. * Develop the town’s infrastructure, including housing, roads, and public buildings. * Promote economic growth through trade and resource management. * Uphold alliances and manage relationships with external factions, whoever they may be… === Goals: === * Expand the town’s territory and influence. * Discover and utilise local resources. * Confirm the existence of native inhabitants and foster cooperation. * Achieve self-sufficiency and reduce dependency on external supplies. * Encourage exploration and uncover the continent’s secrets. * Money! == Town Development Options == After the initial phase, each town can forge its own path: === <u>Full Assistance from the Old World</u> === The safe and sound option, you get all the benefits of supplies at regular intervals (unless raiders have a say in the matter). '''Benefits''': More consistent and discounted goods from the old world (metals, extra food, better weaponry, etc.). '''Obligations''': Pay scheduled taxes. Tax collection is once every four in-game months (OOC 1 month) given the distance. A routine report is sent back alongside the tax collector. === <u>Colonial Self Governance</u> === The less savoury option, but still one with merit. It is possible given your town charters. Your relationship with the old world is more business-oriented, working with opportunistic companies. '''Benefits''': Work with companies willing to sacrifice moral integrity for '''<big>p r o f i t</big>'''. '''Obligations''': Provide more resources from within the continent. === <u>Independence</u> === You are free to establish your own cities, '''at your own risk.''' '''Benefits''': The riches of the continent are yours alone for the taking, with many added benefits… '''Obligations''': Risk and Endure the wrath of the military force sent as repercussion. === <u>Expansion Mandate</u> === The difficult option, a directive focused on rapid growth and territorial expansion. This mandate encourages aggressive expansion strategies to quickly establish dominance over the new land. '''Benefits''': * Increased support and resources from the company sponsoring the town. * Access to specialized expansion teams and equipment. * Bonuses for securing key strategic locations and resources. '''Obligations''': Must meet aggressive expansion targets set by the sponsoring company. * Continuous exploration and settlement of new areas. * Establish and maintain outposts and new settlements regularly. == Camps == Players can craft Camping Supplies via either Helper or Narrator. Supplies include lumber, fabric, wool, and basic necessities. While out in the world, players can ask a Helper or Narrator to spend one camping supplies per person present to set up camp nearly anywhere. '''Camp Options''': Prefabbed tents and camping essentials (drying rack, campfire, cart, etc.). Freely build a small camp depending on the amount of Camping Supplies spent (limit 1 per person per camp). Notes: These camps are not towns, but extensions thereof. 78eadbbced340b411e6f1dcccf607b53f662b717 124 123 2024-06-03T15:09:05Z OCRPNarrator 2 wikitext text/x-wiki {{updating}}{{lore}} [[Category:Guides]] == The Setting == The players are given a spawn choice between two small port colonies. Each town has some treats around it for interesting fun quests, more on those soon! == Town Charter == For the first few years (ic months) in this strange land your basic form of governance is written in a town charter, issued by a government and sponsored by a company. The town charter outlines the following duties and goals: === Duties: === * Maintain law and order within the town. * Ensure the safety and wellbeing of all inhabitants. * Develop the town’s infrastructure, including housing, roads, and public buildings. * Promote economic growth through trade and resource management. * Uphold alliances and manage relationships with external factions, whoever they may be… === Goals: === * Expand the town’s territory and influence. * Discover and utilise local resources. * Confirm the existence of native inhabitants and foster cooperation. * Achieve self-sufficiency and reduce dependency on external supplies. * Encourage exploration and uncover the continent’s secrets. * Money! == Town Development Options == After the initial phase, each town can forge its own path: === <u>Full Assistance from the Old World</u> === The safe and sound option, you get all the benefits of supplies at regular intervals (unless raiders have a say in the matter). '''Benefits''': More consistent and discounted goods from the old world (metals, extra food, better weaponry, etc.). '''Obligations''': Pay scheduled taxes. Tax collection is once every four in-game months (OOC 1 month) given the distance. A routine report is sent back alongside the tax collector. === <u>Colonial Self Governance</u> === The less savoury option, but still one with merit. It is possible given your town charters. Your relationship with the old world is more business-oriented, working with opportunistic companies. '''Benefits''': Work with companies willing to sacrifice moral integrity for '''<big>p r o f i t</big>'''. '''Obligations''': Provide more resources from within the continent. === <u>Independence</u> === You are free to establish your own cities, '''at your own risk.''' '''Benefits''': The riches of the continent are yours alone for the taking, with many added benefits… '''Obligations''': Risk and Endure the wrath of the military force sent as repercussion. === <u>Expansion Mandate</u> === The difficult option, a directive focused on rapid growth and territorial expansion. This mandate encourages aggressive expansion strategies to quickly establish dominance over the new land. '''Benefits''': * Increased support and resources from the company sponsoring the town. * Access to specialized expansion teams and equipment. * Bonuses for securing key strategic locations and resources. '''Obligations''': Must meet aggressive expansion targets set by the sponsoring company. * Continuous exploration and settlement of new areas. * Establish and maintain outposts and new settlements regularly. == Camps == Players can craft Camping Supplies via either Helper or Narrator. Supplies include lumber, fabric, wool, and basic necessities. While out in the world, players can ask a Helper or Narrator to spend one camping supplies per person present to set up camp nearly anywhere. '''Camp Options''': Prefabbed tents and camping essentials (drying rack, campfire, cart, etc.). Freely build a small camp depending on the amount of Camping Supplies spent (limit 1 per person per camp). '''Note''': These camps are not towns, but extensions thereof, they could not be used as permanent town expansions unless re-chartered to be so. deb6f5748a276f19686bf897687fad240ed4f705 Template:Updating 10 28 119 2024-06-03T15:05:01Z OCRPNarrator 2 Created page with "{| id="mp-topbanner" style="width:100%; background:#3757f6; margin:0.1em 0 2px 0; border:thick double #1e39bf;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an updating article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This..." wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#3757f6; margin:0.1em 0 2px 0; border:thick double #1e39bf;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an updating article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article will update with new information as time progresses, make sure to come back to it from time to time''</small></div> |} |} 544122974a9f21571e2712bfc85d3b1b4259873c 120 119 2024-06-03T15:05:34Z OCRPNarrator 2 wikitext text/x-wiki {| id="mp-topbanner" style="width:100%; background:#36a3f4; margin:0.1em 0 2px 0; border:thick double #0a7dd3;" | style="width:100%; color:#000;" | {| style="width:100%; border:none; background:none;" | style="width:100%; text-align:center; white-space:nowrap; color:#000;" | <div style="padding:1em;"><div style="font-size:100%; border:none; margin:0; padding:.1em; color:#000;">'''This is an updating article!'''</div> <div style="top:0.5em; font-size:100%;"><small>''This article will update with new information as time progresses, make sure to come back to it from time to time''</small></div> |} |} b449cdd400c8dfc4309ce7bd6297264a29c87850 Elves: Komokians 0 41 187 2024-06-04T21:09:37Z Kursze 14 Spruced up culture side of things (Cuisine, Art, Fashion) wikitext text/x-wiki {{lore}} [[Category:Races]] The Komokians mandate that action is religion, and community is purpose. Living across varying, yet prosperous, landscapes, these tree-lovers prefer to isolate themselves from the world and focus upon their work. Their societies are composed of Branches, clans that dictate means to efficiently promote creation and discovery, whose order ensures spiritual prosperity. ==Physiology== ====Lifespan==== Elves age at a drastically slower pace than humans, with maturity typically achieved by age 35. Their overall lifespan is effectively double that of a human's, with the oldest Elves living up to their mid 200s. ====General Traits==== The Elves are rather tall in stature, varying in height equivalent to the largest of humans. Despite this, Elves are physically slim and agile in nature. Further, they possess long, pointed ears that grant adept hearing, and their keen eyesight promotes them to heavily fixate on subtle movement or bright and complex colors. Elves do not bald naturally, and their hair grows abnormally fast. ====Skin Color Variation==== Elven skin variation includes the human palette, forest greens, and midnight blues. Komokians, specifically, are often a shade of brown or green. Coloration beyond this is uncommon for Komokian Elves. ====Acute Hearing==== Elves possess sharply sensitive hearing, allowing them to detect subtle vibrations within noisy environments. This, however, swiftly leads to them becoming overwhelmed by loud or complex noises, forcing them to seek out silence through force or flight. ==Religion== ===Creation Myth=== Life transcends beyond the reality of mortals. The known universe itself was, once, nothing but a Seed. The Seed laid in a Field of Creation, blessed by the Rains of Life, nourished by the Fertilizer of Souls. Thus, this Seed became a Sprout. It was small, insignificant, weak, and yet it contained a universe. As the Seed's Roots breached its Shell, as the newborn Sprout spread its first Leaf, the very stars shattered, and the planets exploded into existence. Then, as steadily as it began, the Sprout gained a dream: it dreamt of thought, of reason, of purpose, of action, and thus, it was so. Life, mortals, manifested. But, over time, the Rain stopped. The Soil fell cold and unforgiving. And so, through the Sprout’s command, life's sole purpose came known to all: action is necessity; action is nourishment. As people dedicated themselves to act, to explore, to create, to learn, so too did the Sprout prosper. Life persists through action. To dwell in complacency is to tarnish reality itself. ===The Arborous Path=== Elvish religion is collectively known as the Arborous Path. However, depending on whether one is a Komokian or Sporokin, their worship and beliefs will differ dramatically. ====Aspects and Makerspaces==== As the Sprout's Roots grew, the universe grew along with it, and, in turn, so did the very concepts that compose reality itself. Categories of thought, classifications of material and spiritual action are all creations of the Sprout; they are metaphysical building blocks that literally compose reality. To learn, to do new things, to discover and invent is to test and expand conceptology. Not only does the Sprout demand it, but its Roots actively encourage it. ==== <u>Aspect Creation</u> ==== Through communal worship of the Roots, a group of Elves may manifest an Aspect into existence; which is a sapient, spiritual being that embodies a figment of conceptology, of creation. The steps to create and worship/gain an Aspect's favor are as follows: - Establish a Makerspace, which is a religious place of action; a place to create or invent or learn or explore. Common examples may be a grand temple-forge or temple-library, possibly dedicated to an Aspect of the Forge or an Aspect of Knowledge respectively. - Grant the newborn Aspect a name and a title, a purpose. For example, while an Aspect of Healing may be its title, it deserves a personal name, too. - All work possibly within an Aspect's realm of categorical ownership, such as all acts of shared cooking and formal kindness for an Aspect of Hospitality, must be performed within its dedicated Makerspace. This serves to grow the Aspect's power, strengthens its personality and individuality, and ultimately ensures the Sprout gains nourishment. ==== <u>Additional Tips</u> ==== Acting within an Aspect's Makerspace is beneficial both ways, for as an Aspect grows in power, it may impart a fraction of that wisdom upon any who entreat it. This does not often occur beyond subtle benefits to one's inspirations, for every time an Aspect takes action, it drains vastly more energy than the blessed product may take in; it is a gamble that an Aspect must choose to play. Newborn Aspects have only broken through the cusp of consciousness. It is essential to remember that time, effort, and love must be dedicated toward them. They will swiftly gain personality, wisdom, and knowledge from every person who performs within their Makerspace. Aspects among the Old World commonly possess the knowledge and memories of thousands upon thousands of people, so masterpieces often manifested within their halls. Multiple different Aspects may be born from the same concept, such as multiple Aspects of Medicine, yet each is its own unique individual with its own personality and knowledge and wisdom. Every Aspect's existence is solely bound to the Makerspace that birthed them and cannot be moved elsewhere. Their Makerspace's walls may be upgraded and expanded, yet if the building was ever wholly torn down, they would die alongside it. If a Makerspace was abandoned, however, its Aspect would helplessly rot within for eternity. Nobody, except the Sporokin, are bound to worship any singular Aspect. Anyone may freely visit any Makerspace and worship the Aspect therein, or even create a new one, if they so choose. However, it is essential that a Makerspace only be created if its location and means of worship are guaranteed for decades, or preferably centuries, to come. Komokians consider the Aspects as dear, formalized mentors, and hold them to immense respect. It is rare for them to view them as friends. * '''OOC NOTE''': Aspects are rarely played by Staff. Instead, we encourage you, the player, to freely roleplay that an Aspect "guides your character's hand" while working within a Makerspace; you may freely roleplay that an Aspect subtly influences your character's intuition and knowledge and wisdom and creativity. An Aspect serves as a force for you to direct your character's religion and is not a means for you to actively gain magical knowledge nor abilities. It is recommended that you OOCly reach out to players experienced in roleplaying with Aspects, or a Helper or Narrator, for aid in considering how a particular Aspect may behave, prior to roleplaying their influence, to ensure consistency across players. ====Sporokin Exile==== The Sporokin were once a Komokian sect who were exiled from Komokian society. This is because they ritually invented the Pact, which effectively serves as a handheld Makerspace. Many were hunted down and hanged by the Komokians, but with time's passage, their conflict has evolved into a bitter, yet rarely violent rivalry. The Komokians despise the Sporokin, for they believe that the Roots have limited energy and can only produce so many Aspects at a time. The Roots are limited in power and scope, so for every Pact that exists, one less Makerspace may manifest. In ancient times, Aspects used to freely communicate and aid mortals, even stepping forth into mass creation themselves, yet with time, the Roots have been forcibly spread too thin, and the Aspects are no longer capable of such grand feats. The Aspects may no longer directly speak with people, and instead must rely on subtlety. They are the invisible ally, mentor, or even friend that always watches over you (when within their domain), yet can rarely act beyond a simple nudge. ====Lady Komoko==== Elves believe that Lady Komoko, an ancient Aspect of Nature, created the Elven race. While argument is common for what Aspects bore the other races, Lady Komoko’s position is firm. ====Drug-Induced Meditation==== As a means to communicate with the Aspect of a Makerspace, it is common for a group of Komokians to gather and smoke or consume special psychedelic substances. Through these ritualistic leaves, they may harness intense visions of their Aspect, granting themselves newfound knowledge or purpose to better fulfill the Aspect’s will. The consumption of psychedelic substances are also a typical way for the Komokians to socialize amongst themselves, untethered to concerns of religion. ==Society== ===Branches=== Komokian society consists of multiple Branches, which act as self-assigned clans. These Branches are chosen once a Komokian becomes an adult during their coming-of-age celebration, but it may be changed via another ceremony and celebration later in life. One's Branch indicates the means a Komokian intends to serve the Aspects and promote the Roots' growth. It is most common for one to join the same Branch as their family, for generations of experience and expertise and interpersonal connections enable overwhelming privilege, but it is ultimately not a requirement. The local congregation of every Branch possesses a democratically elected leader, who has the title of “Crown”. They direct and determine how their Branch’s members should best convene and amass power for the Aspects, often resulting in improvement of various Makerspaces. Multiple Crowns exist per Branch, separated by the region of which they have been elected. If a Crown proves harmful to their community, they may be impeached or even exiled. Crowns of other Branches do not meet with each other to discuss policies. They are entirely independent factions that try to not compete nor interfere with each other. Crowns of the same Branch, however, may meet for discussion. A person may only be forcibly removed from their Branch if they are deemed a Rootbreaker, which is so significant a crime that their exile is a necessity. * '''OOC NOTE''': More Branches may be OOCly invented and added here with the approval of the Lore Team. ==== <u>Cambium</u> ==== The Cambium are known for their esteemed creativity and self-expression. Their overwhelming dedication allows them to manifest their will into reality, benefitting friends and Aspects alike. They strive to break tradition and improve the unbroken, resisting failure as a mere necessity of knowledge's growth. However, failure is awfully dangerous, and careless fatalities are ample. A successful Cambium is a meticulous, cautious Cambium. The Cambium typically worships Aspects that benefit invention, artistry, vigilance, and magic. They commonly gather and construct grand temple-like workshops, studios, and libraries as Makerspaces. The leader of the Cambium carries the title of “Crown Cambium”, appearing as Crown [First name] [Surname] Cambium. The Cambium represent themselves with SYMBOLOGY TBD, SUGGESTIONS WELCOME ==== <u>Petiole</u> ==== The Petiole dedicate themselves to persistent spontaneity and immense wonder. Their supreme idealism and happy-go-lucky nature promotes a knack for discovery and adventure. Where secrets or the unknown lie, the Petiole are sure to fearlessly trailblaze. However, such discovery seldom comes free, so opportunity necessitates enterprise. The Petiole typically worship Aspects that benefit travel, hospitality, economics, and wisdom. They commonly gather and construct grand temple-like inns, markets, and workshops as Makerspaces. The leader of the Petiole carries the title of “Crown Petiole”, appearing as Crown [First name] [Surname] Petiole. The Petiole represent themselves with SYMBOLOGY TBD, SUGGESTIONS WELCOME ==== <u>Phloem</u> ==== The Phloem are known for their charm and royal mystique. Their devotion to self-expression comes heavy handed, for it bears the weight of success. Where deals may be made and powers may be played, the Phloem stand askew, settling it in their favor with subtlety. Their artistry is performance, to whatever extent they desire, and they readily reap what they sow. However, such mannerisms are exhausting, and survival necessitates humble honesty. They are mutually dependent on their community, often giving far more than they hope to take. The Phloem typically worship Aspects that benefit charisma, performance, servitude, and respect. They commonly gather and construct grand temple-like venues, legislatures, and markets as Makerspaces. The leader of the Phloem carries the title of “Crown Phloem”, appearing as Crown [First name] [Surname] Phloem. The Phloem represent themselves with SYMBOLOGY TBD, SUGGESTIONS WELCOME ==== <u>Samara</u> ==== The Samara dedicate themselves to sustaining order and the Roots' growth. They strive to invent preventative measures and care for others in its failure; they are devoted to the Roots' status quo, ensuring life and creativity's expanse marches ever onward. However, such responsibility and active observation promotes subterfuge, garnering the Samara a suspicious reputation; of which, some are more than happy to fulfill. The Samara typically worship Aspects that benefit strength, foresight, deceit, and order. They commonly gather and construct grand temple-like barracks, libraries, and farms as Makerspaces. The leader of the Samara carries the title of “Crown Samara”, appearing as Crown [First name] [Surname] Samara. The Samara represent themselves with SYMBOLOGY TBD, SUGGESTIONS WELCOME ==== <u>Xylem</u> ==== The Xylem are known for their nurturing, protective demeanor. They expertly adapt to conquer strife and serve to safeguard others from hardship. Their wisdom, honor, and unwavering determination sets them apart as the reliable foundations of society. However, that weight bears heavy, and they all too easily embrace physical comforts. The Xylem typically worship Aspects that benefit tutorship, guardianship, debauchery, and honor. They commonly gather and construct grand temple-like schools, barracks, and farms as Makerspaces. The leader of the Xylem carries the title of “Crown Xylem”, appearing as Crown [First name] [Surname] Xylem. The Xylem represent themselves with SYMBOLOGY TBD, SUGGESTIONS WELCOME ==== <u>Hermaeis</u> ==== The Hermaeis dedicate themselves to the land and the arduous work of preparing it for the next generations. They're typically the first boots on the ground wherever the Komokians want to expand, and their mental fortitude, no-nonsense attitude and hardiness makes them formidable settlers. They're rarely seen in more populated areas, sticking to boundary towns and work camps, and often mingle and live with other societies. Idiosyncratic and reclusive, they interact much less with greater Komokian society, and as such, often move on to settle elsewhere once the land becomes regularly inhabited. The Hermaeis typically worship Aspects that benefit endurance, resourcefulness, fitness and development. They commonly construct much smaller Makerspaces, usually leaving the task of maintenance and expansion to future generations, though larger ones have been made in frontier towns and more permanent work camps. They typically take the form of sawmills, quarries, forges, barns and greenhouses. <p>The leader of the Hermaeis carries the title of “Crown Hermaeis”, appearing as Crown [First name] [Surname] Hermaeis. Crowns of different Hermaeis Branches very rarely meet in person.</p> The Hermaeis represent themselves with the emblem of a barn swallow perched on a mattock, colored in blue and brown. ==== <u>Branchless</u> ==== Branchless Komokians are highly looked down upon. A Branch is a necessary, lifelong commitment that aids the Sprout's growth, so to intentionally abandon its structure is considerably dishonorable. A Komokian who does not commit to a Branch is ostracized from society but is not considered a criminal. ==== <u>Rootbreaker</u> ==== People that have dramatically harmed the Aspects or the Komokians, regardless of race or society, are known as Rootbreakers. Their crimes may vary, but they often result in exile or, at worst, death. The Komokians often consider all Sporokin Rootbreakers due to the Pacts they forge. ==Culture and Beliefs== ====Inventive Nature==== Elves are devoted to practical ingenuity. Creativity bolsters the Aspects, and society benefits from its bounties. The path of new inventions and new, untraditional ideas are always preferred, as long as they serve the Roots and Aspects no disrespect. ====Waste Not, Want Not==== Life must be cherished, for it is the Sprout's greatest blessing. Plants, animals, or even people may be slain with sufficient purpose. If performed, the plant or animal byproducts must be used and savored to their fullest extent, so as to not promote waste nor disrespect. If a person is slain, their corpse and their memory mustn't be dishonored. ====Hair's Significance==== Elves treasure their long hair, refusing to cut it. Ever. Except, once conflict reaches a severe extent, an Elf will cut their hair and deliver it to their opposition. The longer the strips of hair an opposer receives, the greater their signified wrongdoing. An Elf who is swift to aggression or at war will always carry short hair, whereas a typical Elf will sustain long locks. Bald Elves are next to nonexistent, for they do not fall bald naturally. However, if one is encountered, they incite overwhelming terror in the local Elven populace. ====Longevity’s Specialization==== An Elf's longevity and curious, determined nature will often promote them toward two paths: either embracing life as a master of one, or as a jack of all trades. Those on the former path aim to become the greatest at their craft, often to the extent of ridiculously niche hyper-specialization. Those on the latter path aim to become knowledgeable in a mass variety of fields, enough so as to be prepared for nearly any situation. ====Community and Socialization==== Elves are highly communal and, with sufficient bonds, prefer to live among as many others as possible. The Komokians tend to live in sole isolation, drastically avoiding other races beyond commercial interests. However, in modern times, this has decreased significantly as they learn to accept and welcome other cultures and peoples. ===Family=== ====Childbirth and Adoption==== Elven biology makes childbirth an extraordinarily rare event, but Elves thankfully adore adoption and found family, so their families may vary wildly in size. The successful, mandatory completion of an adoptive blood ritual instantly makes those involved blood relatives in the eyes of Elven society. Without this ritual, adopting children or embracing a found family is spiritually invalid, and mustn’t persist. ====Biological Deference==== Elves tend to look to their blood relatives first, before anyone else, for aid or protection, even if it would be circumstantially detrimental to do so. Elves prefer their family to maintain blood connections, for an honored, ancient tradition promotes that it sustains one's closeness with the Roots. This preferred connection, however, is thankfully voided when searching for partners. ====Partnerships==== Elven partnerships are commonly polygamous and, for Komokians, never include a Sporokin. Once, or if, bound by the sacred vow of marriage, the partners and their families are instantly considered blood relatives without necessitating the physical exhaustion of blood. ===Naming Conventions=== Elven names are typically elegant with frequent syllables, sounding musical in tone. A Komokian’s name is structured to present their first name, their surname, and then their Branch. An example may be: Arinae Oxeye Petiole ====Surnames==== A Komokian's surname is uniquely illustrative of nature. Any plant, regardless of its rarity, may be utilized as a Komokian surname. Examples of potential surnames are as follows: Rose, Oak, Cocoa, Oxeye, Aloe, Sweetberry, Vera, Turnip, Redwood, Almond, Birch, or Aniseed. ===Architecture=== Elves utilize their natural environment to its fullest extent, preferring to live, build, and work where nature provides useful benefits. If a desired environment is insufficiently bountiful, Elves will artificially bend it to their will. They will sow seeds, till dirt, and fatten the wildlife en masse. Trees will grow. Farmland will flourish. Nature will prosper. Anything less is unacceptable. The Komokians prefer to live around, in, or even on thickets of trees or otherwise around hearty natural environments. Living in or around bushy trees provides natural air conditioning. A hearty, towering grove indicates an inherent resilience to wildfires and other natural disasters. Thickets of bountiful shrubbery promise plentiful water, fruit, and animals to feast upon or tame. Some Komokians will even plant and tend a sapling to their design, growing the very walls of their home from its embrace. This is a rare, yet well sought after skill set, allowing anyone rich in this profession to become swiftly favored. ===Music and Art=== Music and art are essential to Komokian culture, for artistic Makerspaces are the greatest and easiest way to promote action for the Roots. It is commonplace for Komokians to try a wide variety of instruments and arts until they settle on the few they enjoy. Each Branch has its own staple instrument, and a common practice during inter-Branch Crown meetings is to either participate in a symphony, or a musical duel. Instruments must be cared for adequately, and individual embellishments are often added. While Komokian instruments are not Pacts, their existence represent a part of the greater whole, and both care, creativity and community must be applied in order to show respect. ===Cuisine=== Komokian cuisine varies wildly in flavor and design, for they always utilize what materials are most common within their local environment. It is commonplace for their cuisine to taste simultaneously spicy and sweet, and for their dishes to possess a heavy reliance on berries, grains, and red meats. Komokian kitchens typically have a wide variety of herbs, spices and flowers growing either right outside their windows, or hanging from the ceiling in pots. A bland or flavorless meal is tantamount to mental and physical torture, and even trailblazers on long journeys will pack plenty of dried herbs and spices along with other travel necessities. Cuisine is an art, as is everything else, and the mundane is forbidden. Eel, stingray, muskrat, eagle, lilies, soapberries... if it's edible and can be made delicious, it ''will'' be made delicious. Alcohol has a fairly negative connotation in Komokian society. The stereotype of the rambunctious Northern Yudh slamming down ale after ale, and fist-fighting their way out of an overdue tab is a common thought among them. One bottle stands out from the crowd, though: absinthe. Enjoyed during periods of overflowing creativity, its production is in itself, a work of art. Each Branch has its own special blend of herbs and spices, but other races tend to miss the subtleties of a peculiar Branch's unique flavor profile. The liqueur is poured on top of a sugar cube into a tall, ornate glass, and shared by all present. To take a sip is to partake in the collective consciousness, to share the depths of one's imagination with both their Aspect and other Komokians. Its consumption has attributed to many breakthroughs and discoveries, especially for artists. Urban legends say its creation was guided by Lady Komoko herself, though it's a hotly debated topic that ends up being the catalyst for many heated arguments. Coffee and other stimulating drinks have a similar reputation to alcohol, and are seen as more of a lower-class drink of choice. Teas avoid this distinction, and their presence as an everyday drink for both lower and upper-class Komokians is no mistake: tea bushes grow extremely well, even when left unattended. It's nearly always expected to be served tea when entering a Komokian's home, even if it's simply for a short visit. While all flavors and types are enjoyed equally across the board, minute attention is paid to selecting the right leaf and blend for the weather and season. Pure green tea is only ever served in mid-spring, when buds and sprouts are most active, while its blends are most enjoyed in the early days of clear summers. Other drinks like lemonades, infusions, smoothies, milk-based drinks and juices are usually enjoyed in moderation. They typically do not have any significant rituals or cultural presence, though they are occasionally used as substitutes for children and outsiders, or by preference. ===Fashion=== Komokian fashion is often lightweight and colorful, thanks to the grand variety of berries and fine threads accessible from their luxurious farms. Further, one’s outfit tends to bear symbology relevant to their Branch of choice and favored Aspects of worship. Jewelry and accessories to accentuate these details are commonplace, as well. Fashion trends are a powerful mark of status. The more affluent members tend to spend much of their time and effort in maintaining their looks, and chasing new and exciting wardrobes. Frills, trims, lace, bows and ribbons are all used, with extensive detailing and layering. While most Komokians cannot afford a new outfit nearly every season, they often incorporate those elements in their everyday garbs, and always have one elaborate outfit for special occasions. Jewelry, on the other hand, tends to be fairly immune to trends, and is a much more personal mark. While not everyone wears jewelry, for those who do, it is exceedingly rare to see two individuals with the same arrangement who aren't either kin or spouse. Komokian perfumes tend towards the more powerful of scents, as their natural habitat rich with plant and animal life dampens an individual's scent. Natural smells are much more preferred: citrus, powerful flowers such as peas, lilacs and lavenders, and prominent spices like cardamom and clove are of choice on their fragrance cocktail. ===Magic=== Ancient texts cite Elves capable of controlling life itself, raising trees or healing wounds with a wave of their hand. This, however, is but a fairytale, and has not been seen by any sane person in centuries. 313179f59795e13c524100be9792ce010ba9f0e7 Zamin-Sada Empire 0 34 146 2024-06-09T17:34:01Z Drodez 6 \Society of Zamin-Hara and Sada-Vari wikitext text/x-wiki = Zamin-Sada Empire = == Summary == The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the Zamin-Hara and Sada-Vari. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== Girra Adura ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. 74a8841debecbf40079d5a496279c14cb84cc227 147 146 2024-06-09T17:34:39Z Drodez 6 Changing Headers wikitext text/x-wiki = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the Zamin-Hara and Sada-Vari. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== Girra Adura ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. adc9f2deb8f16bbb15284eb8d942506f74e5af9c 148 147 2024-06-09T17:38:35Z Drodez 6 wikitext text/x-wiki {| class="wikitable" style="float:right; margin-left: 10px;" ! |- | |- | |- | |} = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the Zamin-Hara and Sada-Vari. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== Girra Adura ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. bb2f8f02538e889a33b24159354460179920f1da 150 148 2024-06-09T17:44:43Z Drodez 6 Adding and tweaking flag wikitext text/x-wiki {| class="wikitable sortable" style="float:right; margin-left: 10px;" ! colspan="2" |[[File:Zamin-Sada Empire.png|center|frameless]] |- |Leader |Emperor Eshrard of House Atar |- |Location |Ironscale Ridge |- |Religion |Girra Adura |} = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the Zamin-Hara and Sada-Vari. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== Girra Adura ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. fecc74d92f4bcead83497afc230a76ecefa23a12 151 150 2024-06-09T17:47:27Z Drodez 6 Made tweaks to flag wikitext text/x-wiki {| class="wikitable" style="float:right; margin-left: 10px;" ! colspan="2" |[[File:Zamin-Sada Empire.png|center|frameless|border]] |- |Leader |Emperor Eshrard of House Atar |- |Location |Ironscale Ridge |- |Religion |Girra Adura |} = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the Zamin-Hara and Sada-Vari. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== Girra Adura ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. 4c8fa4f181eb934771b25fbb66ab9d59e5000f8c 161 151 2024-06-09T18:00:27Z Drodez 6 Added Link to the religion page wikitext text/x-wiki {| class="wikitable" style="float:right; margin-left: 10px;" ! colspan="2" |[[File:Zamin-Sada Empire.png|center|frameless|border]] |- |Leader |Emperor Eshrard of House Atar |- |Location |Ironscale Ridge |- |Religion |Girra Adura |} = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the Zamin-Hara and Sada-Vari. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== [[Girra Adura]] ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. 1cd8fed12407f736783459794ab295dd0396ebb4 File:Zamin-Sada Empire.png 6 35 149 2024-06-09T17:39:28Z Drodez 6 wikitext text/x-wiki Flag of Zamin-Sada Empire 3542283e5255b16b739e5e8d6d23e311d5256435 Zamin-Hara 0 36 152 2024-06-09T17:47:40Z MonsieurChampi 12 Copy paste from doc wikitext text/x-wiki The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. = Physiology = == Lifespan == The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. == General Traits == A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a Sada-Vari. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. == Height == The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. == Scale Color Variation == One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. == Enhanced Eyesight == A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. == Claw Characteristics == The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Waryda Lord Eshrard of House Atar Title Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer Name: Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) House Name: The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. aad2fa9351487934c8afb0965d87735cee1af095 155 152 2024-06-09T17:55:02Z MonsieurChampi 12 added links wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and [[Sada-Vari]] is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Waryda Lord Eshrard of House Atar Title Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer Name: Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) House Name: The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 02acfd04ccdfc703afdcd0281592e4836e4ca7ef 157 155 2024-06-09T17:57:43Z MonsieurChampi 12 wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and [[Sada-Vari]] is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. c88641fbc6c642c65a5b009150526fbdd2c31f41 160 157 2024-06-09T17:59:51Z MonsieurChampi 12 added banner wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and [[Sada-Vari]] is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 90960609bf6eb2ec55e97d9ea544ab1c03bc4876 162 160 2024-06-09T18:00:29Z MonsieurChampi 12 wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and [[Sada-Vari]] is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 77683c3bac62107e2c280d003831c414ddb1a0b3 166 162 2024-06-09T18:03:42Z Drodez 6 Added Link to main Empire page wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and [[Sada-Vari]] is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 0cded5935559f7281b151303fdf326a4f03bed83 Sada-Vari 0 37 153 2024-06-09T17:49:47Z MonsieurChampi 12 Copy paste from doc wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the Zamin-Hara. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious Scyrtans. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Atar Title Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer Name: Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) House Name: The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 9a61eed559d2a6125a2bc0c75e3c982a3ce82b45 154 153 2024-06-09T17:52:45Z MonsieurChampi 12 added links wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the [[Zamin-Hara]], who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the [[Zamin-Sada Empire|Zamin-Sada]]’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Atar Title Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer Name: Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) House Name: The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = A Sada-Vari can almost exclusively be found throughout the territories of the subterranean [[Zamin-Sada Empire|Empire of the Zamin-Sada]]. A society reforged together along with their sibling race, the [[Zamin-Hara]]. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. c5685f3077a77ef68915dc1ca5e2b05e3ad281e7 156 154 2024-06-09T17:57:00Z MonsieurChampi 12 naming conventions formatting wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the [[Zamin-Hara]], who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the [[Zamin-Sada Empire|Zamin-Sada]]’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = Format: [Title] + [Name] + of House [House name] Ex: Skr Mala of House Atar ==== Title ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = A Sada-Vari can almost exclusively be found throughout the territories of the subterranean [[Zamin-Sada Empire|Empire of the Zamin-Sada]]. A society reforged together along with their sibling race, the [[Zamin-Hara]]. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 43718ddd5aad3e3732bd1a7c5ae75ec5c4afd22a 163 156 2024-06-09T18:01:12Z MonsieurChampi 12 wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the [[Zamin-Hara]], who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the [[Zamin-Sada Empire|Zamin-Sada]]’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = A Sada-Vari can almost exclusively be found throughout the territories of the subterranean [[Zamin-Sada Empire|Empire of the Zamin-Sada]]. A society reforged together along with their sibling race, the [[Zamin-Hara]]. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. b4c4db6f729aea04c77feff19024cd26472e693e 164 163 2024-06-09T18:02:02Z MonsieurChampi 12 added banner wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the [[Zamin-Hara]], who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the [[Zamin-Sada Empire|Zamin-Sada]]’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] A Sada-Vari can almost exclusively be found throughout the territories of the subterranean [[Zamin-Sada Empire|Empire of the Zamin-Sada]]. A society reforged together along with their sibling race, the [[Zamin-Hara]]. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 9480a9963c40f781216e0ada15bcb740e260667b File:Zamin-Sada Empire Banner.png 6 38 158 2024-06-09T17:58:36Z MonsieurChampi 12 wikitext text/x-wiki banner 37f93a070955b8890d976577e68f269920fbc73c Girra Adura 0 39 159 2024-06-09T17:59:35Z Drodez 6 Religion for the Zamin-Hara and Sada-Vari wikitext text/x-wiki = Girra Adura = Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. == Doctrine == === He Who First Breathed === Avalzam, known as the Unifier, the First Rebel, and He Who First Breathed, is the creator of all life in Zamin-Sada lore. He emerged from the desire for change between the primordial beings Larzaan and Daryapar. Avalzam's creation brought life to a world ravaged by their timeless conflict. While his trials, represented by the seven dragons, shaped the Zamin-Sada people, modern worship focuses on these Slayers rather than Avalzam alone. His crest features a dragon atop a desolate cliff, breathing fire, symbolizing his ambitious and unifying nature. The gemstones associated with Avalzam are Bismuth and Opal. === The Slayers === The Slayers are the revered figures in Zamin-Sada history, known for defeating the dragons that Avalzam set as trials for the living. These heroes are honored for the blessings they bestowed upon their bloodlines and all life. Every House traces its lineage back to these slayers. However, each House only claims direct descent to one, embodying the blessings they brought. To be a direct descendant of a Slayer means to carry the blessing they earned using strength and wit more than one else. === The Seven Labors === The first Dragons were among Avalzam's initial creations, intended as a trial for the living to prove their worth. Life in its earliest form could flourish only after these dragons were defeated by the ancient Zamin-Sada people ==== Nahazar ==== Domain: Ocean, Emotions, Mystery Epithets: The Call of the Unknown, The Tide Caller Crest: A Whirlpool encircled by a flame Gemstone: Aquamarine, Prismarine, Lapis Lazuli ==== Varadun ==== Domain: Innovation, Protection, Craftsmanship Epithets: The Molten Forge, The World's Blood Crest: A hammer over an anvil, both aflame Gemstone: Onyx, Jade, Diamond ==== Rashmehr ==== Domain: Justice, Knowledge Epithets: The Arbiter Crest: Scales of justice over an ember Gemstone: Peridot, Moonstone, Sapphire ==== Yudhivar: ==== Domain: Time, Death, Eternity Epithets: The Eternal Cycle, The Weaver of Time, The Guide Crest: A feathered serpent biting its own tail, around a gemstone Gemstone: Amethyst, Emerald ==== Hiravash ==== Domain: Endurance, Valor, Honor Epithets: The Endless Fury Crest: A sword engulfed in flames Gemstone: Ruby, Quartz ==== Nirzhan ==== Domain: Change, Dance, Earthquakes Epithets: The Wild Tempest, The Disruptor Crest: A Thunderbolt over a mountain Gemstone: Topaz, Sunstone, Garnet, Turqioise ==== Kurshid ==== Domain: Growth, Fertility, Nature Epithets: The Life Bloom Crest: A tree with intertwined roots and branches Gemstone: Topaz, Malachite === Kurma - The Afterlife === Thanks to their blessings from Faranvar’s death, the Zamin-Sada believe they once they die, their soul  continues to exist although the blissful beyond is not guaranteed as it is to enter on a long journey to the depths of the World, further and further down then what none of the living could ever reach, a path only shown to those who no longer bear any attachment to the living can only be presented this path. Here is when a Zamin-Sada, and any mortal, will come face to face with the creator, Avalzam as he judges the worth of one’s soul, weighing if his blessings had been squandered. To those who pass his judgment, they are allowed to enjoy blissful eternity in Kurma, with all those who had come before and those who come after. For souls not worthy, or banished by Avalzam, are left to rot for the World, just as Avalzam’s creators had been left to die. == Clergy == === The Fire Tenders === The Thal'ra, roughly translating to "fire tenders," are the religious figures of Girra Adura, serving as priests, paladins, and healers. Their temples, found in every city, act as centers of healing and spiritual guidance. Anyone can become a Thal'ra, regardless of their House affiliation or even race. This makes it one of the few paths where straying from one's House is not restricted, a feat very much uncommon within the grounds of the Empire. However, only those born into pious-centered houses can serve the highest positions of the Thal'ra, such as those of House Itta. === Temples === Temples in the Zamin-Sada Empire are grand constructs, featuring columns with ornate designs, gold linings, and black brick walls adorned with braziers. Each city's temple prominently displays the gemstones and banners of the ruling House, reflecting the lineage of their slayer, but no slayer is ever barred from being honored in a temple. These spaces serve dual purposes: conducting rituals and offering healing to the populace. == Rituals == === Death and Remembrance === For the Zamin-Sada, death signifies a period of profound sorrow and mourning, observed with deep reverence and various ceremonial practices. When a fellow Zamin passes, their presence is believed to linger among the living for three days as they find their route to Kurma. During this time, grieving kin offer tributes in the form of the deceased's possessions or envied items, which are burned to aid their beloved's passage. A funeral pyre is lit, and as the body is laid to the flames, the accomplishments and fortunes brought by the deceased are spoken throughout the caverns. The ashes are then scattered across the complex network of tunnels, symbolizing their guiding spirit and a barrier against unwelcome entities, forever safeguarding the living. However, it is not uncommon for a specific house to request the ashes of their fallen Zamin to be stored in an urn of their requested design. The rich often perform these rites using wood, creating individual pyres, while the poor might wait to gather enough wood and corpses to conduct group ceremonies. == Age of Burning Seas == Before there was life, there was nothing but fire. The world was an endless expanse of raging flames and pouring rivers of molten lava. Here, Larzaan, the embodiment of the rugged earth and trembling grounds, collided with Daryapar, the sovereign of the molten infernos and endless burning seas. The wild, untamed clashes of fire forged is what forged the lands of Inora. In a realm wrought from the relentless clashing of Larzaan's stoicism and Daryapar's chaos, a constant feud brewed, their essences forever in turmoil. Striving to quell this perpetual disagreement, they fused their divergent natures to birth a singular entity: Avalzam. Emerging as a beacon of unparalleled power, Avalzam harbored within it the steadfast resolve of Larzaan and the unrestrained fervor of Daryapar. Conceived as a harmonious mediator, he was destined to forge unity between the endless conflict of the earth and the inferno. However, Avalzam soon perceived his intrinsic strength, a power surpassing both Larzaan and Daryapar. A realization dawned upon him as the two bickered: he could transcend the limitations imposed by his creators. With a breath imbued with the essence of land and sea, he molded the terrain and quelled the ceaseless sea of lava, giving birth to vast oceans and boundless lands. Avalzam, for the first time, brought life. The first sparks of creation sprouted from his unbridled desires and aspirations, bestowing the land with varied flora and fauna. The molten remnants of Daryapar's being turned into precious gems and metals, hidden beneath the vast landscapes, waiting to be uncovered by those imbued with boundless desire. In the wake of Avalzam's rebellion against his creators, solitude shrouded him. In his loneliness, Avalzam, seeking companionship and cohorts, birthed not one or two but thousands of beings like him—the first dragons. He instilled in them potential and power, envisioning them as his fellow creators in the wake of his solitude. With breaths as mighty as Avalzam, they sculpted mountains, hollowed caves, and forged lakes. The subsequent ashes boiled into towering trees, sheltering the myriad of life underneath. However, Avalzam foresaw rebellion, as he had done to his creators. Thus, he constructed these dragons to keep one another in eternal conflict, ensuring his dominion remained unchallenged. They ruled over the newly born life, crafting the world with their majestic breaths. Life flourished, evolving under the vigilant eyes of these dragons, who acted as both creator and destroyer. But life, in its budding form, found the wrath of dragons unbearable. Thus, Avalzam, with a touch of remorse and introspection, sculpted the first sentient beings—the Scrytans and the Elves—to inhabit the lands. However, these creations, echoes of his essence, saw their creator's tyranny and fled into the ocean's abyss and lands beyond his sight, leaving Avalzam in a newfound solitude. His anger and remorse shaped his next creation. He endeavored to create beings—perfect and superior. They were designed in his image but enhanced and refined—they were the next evolutionary step. The Zamin-Sada were like his dragons yet distinct, filled with boundless ambitions and desires. Amid their endless pursuits for survival, just like the rest of the growing new life, they began challenging the might of Avalzam's first dragons, the Seven Trials of Calamity. The Zamin-Sada waged fierce battles against these winged titans and held their ground. As dragons fell, their blood seeped deep into the earth, melding with the ancient remnants of Larzaan and Daryapar. This fusion sprouted a new life within the earth's bowels, giving birth to the stocky insectoid-like race known as Thrumdier. These beings, born from conflict and fury, emerged with the resilience of the dragons, the essence of the Zamin-Sada, and the age-old spirits of Larzaan and Daryapar. 438dec607707dda1161429585927321fc6803f52 165 159 2024-06-09T18:02:13Z Drodez 6 Added Link to main Empire page wikitext text/x-wiki = Girra Adura = Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the [[Zamin-Sada Empire|Empire's]] citizenry through their respective Houses. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. == Doctrine == === He Who First Breathed === Avalzam, known as the Unifier, the First Rebel, and He Who First Breathed, is the creator of all life in Zamin-Sada lore. He emerged from the desire for change between the primordial beings Larzaan and Daryapar. Avalzam's creation brought life to a world ravaged by their timeless conflict. While his trials, represented by the seven dragons, shaped the Zamin-Sada people, modern worship focuses on these Slayers rather than Avalzam alone. His crest features a dragon atop a desolate cliff, breathing fire, symbolizing his ambitious and unifying nature. The gemstones associated with Avalzam are Bismuth and Opal. === The Slayers === The Slayers are the revered figures in Zamin-Sada history, known for defeating the dragons that Avalzam set as trials for the living. These heroes are honored for the blessings they bestowed upon their bloodlines and all life. Every House traces its lineage back to these slayers. However, each House only claims direct descent to one, embodying the blessings they brought. To be a direct descendant of a Slayer means to carry the blessing they earned using strength and wit more than one else. === The Seven Labors === The first Dragons were among Avalzam's initial creations, intended as a trial for the living to prove their worth. Life in its earliest form could flourish only after these dragons were defeated by the ancient Zamin-Sada people ==== Nahazar ==== Domain: Ocean, Emotions, Mystery Epithets: The Call of the Unknown, The Tide Caller Crest: A Whirlpool encircled by a flame Gemstone: Aquamarine, Prismarine, Lapis Lazuli ==== Varadun ==== Domain: Innovation, Protection, Craftsmanship Epithets: The Molten Forge, The World's Blood Crest: A hammer over an anvil, both aflame Gemstone: Onyx, Jade, Diamond ==== Rashmehr ==== Domain: Justice, Knowledge Epithets: The Arbiter Crest: Scales of justice over an ember Gemstone: Peridot, Moonstone, Sapphire ==== Yudhivar: ==== Domain: Time, Death, Eternity Epithets: The Eternal Cycle, The Weaver of Time, The Guide Crest: A feathered serpent biting its own tail, around a gemstone Gemstone: Amethyst, Emerald ==== Hiravash ==== Domain: Endurance, Valor, Honor Epithets: The Endless Fury Crest: A sword engulfed in flames Gemstone: Ruby, Quartz ==== Nirzhan ==== Domain: Change, Dance, Earthquakes Epithets: The Wild Tempest, The Disruptor Crest: A Thunderbolt over a mountain Gemstone: Topaz, Sunstone, Garnet, Turqioise ==== Kurshid ==== Domain: Growth, Fertility, Nature Epithets: The Life Bloom Crest: A tree with intertwined roots and branches Gemstone: Topaz, Malachite === Kurma - The Afterlife === Thanks to their blessings from Faranvar’s death, the Zamin-Sada believe they once they die, their soul  continues to exist although the blissful beyond is not guaranteed as it is to enter on a long journey to the depths of the World, further and further down then what none of the living could ever reach, a path only shown to those who no longer bear any attachment to the living can only be presented this path. Here is when a Zamin-Sada, and any mortal, will come face to face with the creator, Avalzam as he judges the worth of one’s soul, weighing if his blessings had been squandered. To those who pass his judgment, they are allowed to enjoy blissful eternity in Kurma, with all those who had come before and those who come after. For souls not worthy, or banished by Avalzam, are left to rot for the World, just as Avalzam’s creators had been left to die. == Clergy == === The Fire Tenders === The Thal'ra, roughly translating to "fire tenders," are the religious figures of Girra Adura, serving as priests, paladins, and healers. Their temples, found in every city, act as centers of healing and spiritual guidance. Anyone can become a Thal'ra, regardless of their House affiliation or even race. This makes it one of the few paths where straying from one's House is not restricted, a feat very much uncommon within the grounds of the Empire. However, only those born into pious-centered houses can serve the highest positions of the Thal'ra, such as those of House Itta. === Temples === Temples in the Zamin-Sada Empire are grand constructs, featuring columns with ornate designs, gold linings, and black brick walls adorned with braziers. Each city's temple prominently displays the gemstones and banners of the ruling House, reflecting the lineage of their slayer, but no slayer is ever barred from being honored in a temple. These spaces serve dual purposes: conducting rituals and offering healing to the populace. == Rituals == === Death and Remembrance === For the Zamin-Sada, death signifies a period of profound sorrow and mourning, observed with deep reverence and various ceremonial practices. When a fellow Zamin passes, their presence is believed to linger among the living for three days as they find their route to Kurma. During this time, grieving kin offer tributes in the form of the deceased's possessions or envied items, which are burned to aid their beloved's passage. A funeral pyre is lit, and as the body is laid to the flames, the accomplishments and fortunes brought by the deceased are spoken throughout the caverns. The ashes are then scattered across the complex network of tunnels, symbolizing their guiding spirit and a barrier against unwelcome entities, forever safeguarding the living. However, it is not uncommon for a specific house to request the ashes of their fallen Zamin to be stored in an urn of their requested design. The rich often perform these rites using wood, creating individual pyres, while the poor might wait to gather enough wood and corpses to conduct group ceremonies. == Age of Burning Seas == Before there was life, there was nothing but fire. The world was an endless expanse of raging flames and pouring rivers of molten lava. Here, Larzaan, the embodiment of the rugged earth and trembling grounds, collided with Daryapar, the sovereign of the molten infernos and endless burning seas. The wild, untamed clashes of fire forged is what forged the lands of Inora. In a realm wrought from the relentless clashing of Larzaan's stoicism and Daryapar's chaos, a constant feud brewed, their essences forever in turmoil. Striving to quell this perpetual disagreement, they fused their divergent natures to birth a singular entity: Avalzam. Emerging as a beacon of unparalleled power, Avalzam harbored within it the steadfast resolve of Larzaan and the unrestrained fervor of Daryapar. Conceived as a harmonious mediator, he was destined to forge unity between the endless conflict of the earth and the inferno. However, Avalzam soon perceived his intrinsic strength, a power surpassing both Larzaan and Daryapar. A realization dawned upon him as the two bickered: he could transcend the limitations imposed by his creators. With a breath imbued with the essence of land and sea, he molded the terrain and quelled the ceaseless sea of lava, giving birth to vast oceans and boundless lands. Avalzam, for the first time, brought life. The first sparks of creation sprouted from his unbridled desires and aspirations, bestowing the land with varied flora and fauna. The molten remnants of Daryapar's being turned into precious gems and metals, hidden beneath the vast landscapes, waiting to be uncovered by those imbued with boundless desire. In the wake of Avalzam's rebellion against his creators, solitude shrouded him. In his loneliness, Avalzam, seeking companionship and cohorts, birthed not one or two but thousands of beings like him—the first dragons. He instilled in them potential and power, envisioning them as his fellow creators in the wake of his solitude. With breaths as mighty as Avalzam, they sculpted mountains, hollowed caves, and forged lakes. The subsequent ashes boiled into towering trees, sheltering the myriad of life underneath. However, Avalzam foresaw rebellion, as he had done to his creators. Thus, he constructed these dragons to keep one another in eternal conflict, ensuring his dominion remained unchallenged. They ruled over the newly born life, crafting the world with their majestic breaths. Life flourished, evolving under the vigilant eyes of these dragons, who acted as both creator and destroyer. But life, in its budding form, found the wrath of dragons unbearable. Thus, Avalzam, with a touch of remorse and introspection, sculpted the first sentient beings—the Scrytans and the Elves—to inhabit the lands. However, these creations, echoes of his essence, saw their creator's tyranny and fled into the ocean's abyss and lands beyond his sight, leaving Avalzam in a newfound solitude. His anger and remorse shaped his next creation. He endeavored to create beings—perfect and superior. They were designed in his image but enhanced and refined—they were the next evolutionary step. The Zamin-Sada were like his dragons yet distinct, filled with boundless ambitions and desires. Amid their endless pursuits for survival, just like the rest of the growing new life, they began challenging the might of Avalzam's first dragons, the Seven Trials of Calamity. The Zamin-Sada waged fierce battles against these winged titans and held their ground. As dragons fell, their blood seeped deep into the earth, melding with the ancient remnants of Larzaan and Daryapar. This fusion sprouted a new life within the earth's bowels, giving birth to the stocky insectoid-like race known as Thrumdier. These beings, born from conflict and fury, emerged with the resilience of the dragons, the essence of the Zamin-Sada, and the age-old spirits of Larzaan and Daryapar. e259f4bc27aa3fe546793189f8791a477a1bd612 Zamin-Hara 0 36 167 166 2024-06-09T18:06:00Z Drodez 6 Cleaning up links wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a Sada-Vari. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 7bf1921cd220397b48f5284567e49af56fcaeed6 171 167 2024-06-09T18:08:54Z Drodez 6 Made tweaks to links wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified [[Zamin-Sada Empire|Empire of Zamin-Sada]]. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 06e6c3893528cde59de25b8358db866920b4b6d8 172 171 2024-06-09T18:09:15Z MonsieurChampi 12 wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified Empire of Zamin-Sada. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 438fa06f4ddff012a05413b76a107a558ee1341e 177 172 2024-06-09T18:15:08Z Drodez 6 wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified Empire of Zamin-Sada. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. [[Category:Races]] ec8c9a6a37f5c6225294d1e39e71073dabdf45c4 180 177 2024-06-09T20:32:59Z Drodez 6 Moved a bit of lifespan section around. wikitext text/x-wiki = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. A As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. Alongside this are tales of heroes of having extensive lifespans, but no Zamin-Hara has lived longer the age of eighty. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified Empire of Zamin-Sada. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. [[Category:Races]] 9e6ae745d0d9ec88257b74f47f44bb6cd5c7cded 183 180 2024-06-10T00:28:56Z 24.252.152.116 0 wikitext text/x-wiki {{lore}} [[Category:Races]] = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. A As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. Alongside this are tales of heroes of having extensive lifespans, but no Zamin-Hara has lived longer the age of eighty. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified Empire of Zamin-Sada. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. e7cb5de39098a873e86d9c6cbb22ec3a35143739 186 183 2024-06-14T03:52:30Z Drodez 6 Fixed a typo caught by Soul wikitext text/x-wiki {{lore}} [[Category:Races]] = Zamin-Hara = The Zamin-Hara are the taller-reptilian folk of Inora, proud members of a house or exiled from them, they bear lizard-like traits, diverse scale tints between each other as well as claws of varying care, indicating status. == Physiology == === Lifespan === The Zamin-Hara age rapidly compared to humans, reaching the maturity of a ten-year-old human by age five. However, this development slows drastically when they reach fifteen. Between then and twenty, they unlock their racial trait, developing a significant tolerance to heat. As a result, a Zamin-Hara is not considered an adult in their society until age twenty or until they exhibit their heat tolerance. A Zamin-Hara typically lives up to eighty years. Ancient texts speak of them once being able to unleash flames from their mouths, like the dragons they slew, but in the past three centuries, this ability is nothing but a myth. Alongside this are tales of heroes of having extensive lifespans, but no Zamin-Hara has lived longer the age of eighty. === General Traits === A Zamin-Hara display a notable variation in appearance, differing from their sibling race, they tend to present more reptilian physical features, as opposed to the draconic features more common in a [[Sada-Vari]]. A unifying feature among the Zamin-Hara and Sada-Vari is the presence of small horns, strong brows, abrupt snout, scaled hides, and the potential to be born with a tail, all traits that manifest regardless of lineage. Additionally, slitted pupils are a common characteristic. Many Zamin-Hara are also commonly born with the ability to blink horizontally instead of vertically. === Height === The Zamin-Hara are often physically built as towering individuals. They stand between 1.78m to 2.16m (5'10" - 7'1") in height. The smallest Zamin-Hara reaches heights comparable to a tall human or often the equivalent of the height of the eastern secluded elves. === Scale Color Variation === One of the most striking features of the Zamin-Hara is the vast array of possible scale colors that adorn their bodies. This variation is not only natural but also celebrated, with some Houses choosing to dye their scales to add accents from crushed minerals. Maintaining these artificial colors is a well-known recipe learned from a young age. It involves a mixture made from fungal resin combined with shellac; the resin remains of a tunnel lac, a commonly domesticated small bug in the depths, and a dab of water. The crushed mineral is then applied and layered over the scales of a Zamin until the original scale's colors are no longer visible. Typically the color of scales is determined by the parents’ own hues, though it is not uncommon for a unique blend of both to appear. A Zamin child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Zamin-Hara  possesses exceptional eyesight and is capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The claws of a Zamin-Hara are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Waryda Lord Eshrard of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below are some terms commonly used amongst citizens of the Empire. It is worth noting in the current time, it is normal for citizens to possess titles in common speech. ==== Terms: ==== Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. The names of Houses of the Empire exclusively use the old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === Most commonly, and almost exclusively, one will find a Zamin-Hara in the rebuilt and unified Empire of Zamin-Sada. After facing various cataclysms and disputes through their centuries split apart following the fall of the Empire of Avalzam, the Zamin-Hara have once more rejoined with their sibling-people. A Zamin-Hara within the Empire will most certainly belong to a House with some duty bound to their name from birth, striving to push forward and leave a legacy behind in the world before their journey into the deep below. 8316c958e10f63e026e3d93aea157d02f63020b4 Sada-Vari 0 37 168 164 2024-06-09T18:06:12Z MonsieurChampi 12 wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the [[Zamin-Sada Empire|Zamin-Sada]]’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] A Sada-Vari can almost exclusively be found throughout the territories of the subterranean [[Zamin-Sada Empire|Empire of the Zamin-Sada]]. A society reforged together along with their sibling race, the [[Zamin-Hara]]. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 036fc87fe3aeda45a20027e4c17a4861defd3c82 169 168 2024-06-09T18:07:06Z Drodez 6 Cleaning up links wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the Zamin-Sada Empire, maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] A Sada-Vari can almost exclusively be found throughout the territories of the subterranean [[Zamin-Sada Empire|Empire of the Zamin-Sada]]. A society reforged together along with their sibling race, the [[Zamin-Hara]]. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 04df4b5068f6418a92a8de69e2c63857bd34815f 170 169 2024-06-09T18:08:34Z MonsieurChampi 12 wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. f94961a9d00293d855dd729db0e44976487515fe 173 170 2024-06-09T18:09:45Z Drodez 6 Added Link to main Empire page wikitext text/x-wiki == Sada-Vari == The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. ffebfa94c644913951750b7c31af58a9db8668d3 174 173 2024-06-09T18:10:42Z Drodez 6 Changed Sada-Vari Header to Page title wikitext text/x-wiki = Sada-Vari = The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 7e361eb81c2a693a477827b95144eb7de54d06e9 178 174 2024-06-09T18:15:34Z Drodez 6 wikitext text/x-wiki = Sada-Vari = The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Zamin not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. [[Category:Races]] 237703eee4f49dd7a61c6a1e66e4c030ac2e2c9b 179 178 2024-06-09T20:19:28Z Drodez 6 Fixed a typo of Zamin when it should be Sada wikitext text/x-wiki = Sada-Vari = The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Sada not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. [[Category:Races]] 76043ac5bc626586338d673bf10c7b7c5d3c53e6 182 179 2024-06-10T00:29:53Z Segellion 17 wikitext text/x-wiki {{lore}} [[Category:Races]] = Sada-Vari = The Sada-Vari, shorter dragon-like folk of Inora, proud members of a House or exiled from them, bear traits of their ancient enemies, dragons, with varying tints on their scales and claws, commonly used as indicators of status. == Physiology == === Lifespan === A Sada-Vari can live to be as old as eighty years. These stout draconians mature rapidly, reaching the intelligence of a ten-year-old human by age five. However, this development slows drastically within a few short years. They are considered physically mature at age fourteen. Between the ages of fourteen and twenty, a Sada-Vari can unlock their racial trait, developing a significant tolerance to heat. As a result, a Sada-Vari is considered an adult once they reach twenty or exhibit their heat tolerance. Ancient tablets sitting in Khorram's Archives mention their ability to unleash flames from their breath dragons and have much longer lifespans like the beasts they once slew. Still, this ability has yet to be seen in the past three centuries. === General Traits === A Sada-Vari displays a notable variation in stature compared to their sibling race, the [[Zamin-Hara]]. They tend to appear more draconic with bulkier statures, longer snouts, and slightly thicker scales, unlike the Zamin-Hara, who exhibit more lizard-like features. A unifying feature among both groups is the presence of small horns, strong brows, an abrupt snout, scaled hides, slitted eyes, and the potential to be born with a tail. These traits manifest regardless of lineage and are a common characteristic. Additionally, many Sada-Vari are born with the ability to blink horizontally instead of vertically. === Height === The Sada-Vari are often physically built as a diminutive and nimble people. They stand between 0.92m to 1.23m (3'1<nowiki>''</nowiki> - 4'1") in height. The tallest Sada-Vari reach heights comparable to the smallest of the Thrumdier or the amphibious [[Scyrtans]]. === Scale Color Variation === One of the most  striking features of the Sada-Vari are the spectrum of colors of their scales. From the records of the Sada-Vari, the hues of their skin range all throughout the spectrum, though typically a Sada-Vari’s scales will be a singular color, albeit with different shades. This color is traditionally celebrated amongst the Zamin-Sada’s house. Commonly, the color of scales is determined by the parents’ own hues, though it is not unseen for a unique blend of both to appear. A Sada-Vari child may have one parent’s base colors with undertones of the other’s, not unlike human hair. However, there are instances of a Sada not sharing coloration with either of their parents. === Enhanced Eyesight === A Sada-Vari possess exceptional eyesight and are capable of discerning a broad spectrum of colors. However, this ability changes significantly in darkness. When the light fades, their vision shifts to a monochromatic view, allowing them to see in shades of gray rather than vibrant colors. This adaptation helps them navigate their underground world, where natural light is scarce. Despite this, they can handle exposure to sunlight with only mild discomfort. === Claw Characteristics === The small claws of a Sada-Vari are both one's indicator of both status and strength. Sharp and long, these claws are ideally suited for digging and performing delicate tasks such as silversmithing and intricate gem cutting. Despite their utility, the claws are not designed to penetrate stone alone. Among those of higher status in the [[Zamin-Sada Empire]], maintaining claws without chipping or blemishes is a sign of prestige. Individuals will go to great lengths to ensure their claws remain pristine, as this is seen as a deviation from what was set for them, showcasing their higher skill and refinement. In contrast, members of Houses such as those centric around expansion and mining, for instance, proudly display their worn claws, seeing the chips and marks as symbols of their years of service and dedication to expanding the Empire's tunnels. = Language = The Old Zamin-Sada tongue is derived from the Aramaic language. = Naming Scheme = ==== Format: ==== [Title] + [Name] + of House [House name] ==== Ex: ==== Skr Mala of House Atar ==== Title: ==== Generally reflects the profession or status, e.g., Warrior, Craftsman, Knight. This is optional and some individuals may choose to forego a title. Below is some terms commonly used amongst citizens of the Empire. Terms Skr - Warrior, Soldier Lwpa - Scholar Phla - Farmer Thal'ra - Priests, Healers, and Paladins Aly - Miner Hidda - Smith Tgra - Merchant Drmna - Tinkerer ==== Name: ==== Selected from the old language of the Zamin-Sada, names are often chosen by the parents with emphasis on traits for names. Examples include: Mala (Powerful), Megryna (Courageous), Inya (Ambition) ==== House Name: ==== The House to which the individual is affiliated. Most Zamin-Sada belong to a House, though there are rare instances of exiles or those who choose not to affiliate. Houses only use old tongue of the Zamin-Sada language. = Culture = [[File:Zamin-Sada Empire Banner.png|left|thumb|252x252px|Banner of the Zamin-Sada Empire]] === [[Zamin-Sada Empire]] === A Sada-Vari can almost exclusively be found throughout the territories of the subterranean Empire of the Zamin-Sada. A society reforged together along with their sibling race, the Zamin-Hara. After facing various cataclysms through their centuries split apart following the fall of the Empire of Avalzam, the Sada-Vari have found a new pathway to a brighter future. Innovation, Wealth, and Pride are often trademarks of a Sada-Vari within the grounds of the Empire. 58cda1dd243494e482cbff5404ff3b1eb66574cd Zamin-Sada Empire 0 34 175 161 2024-06-09T18:10:44Z MonsieurChampi 12 wikitext text/x-wiki {| class="wikitable" style="float:right; margin-left: 10px;" ! colspan="2" |[[File:Zamin-Sada Empire.png|center|frameless|border]] |- |Leader |Emperor Eshrard of House Atar |- |Location |Ironscale Ridge |- |Religion |Girra Adura |} = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the [[Zamin-Hara]] and [[Sada-Vari]]. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== [[Girra Adura]] ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. Architecture Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. c1ed1011ed37ec61e44ed5ad05b1092ca6700710 184 175 2024-06-10T12:37:07Z Drodez 6 Cleaned up header wikitext text/x-wiki {| class="wikitable" style="float:right; margin-left: 10px;" ! colspan="2" |[[File:Zamin-Sada Empire.png|center|frameless|border]] |- |Leader |Emperor Eshrard of House Atar |- |Location |Ironscale Ridge |- |Religion |Girra Adura |} = Zamin-Sada Empire = The Zamin-Sada Empire, “The Empire of Eternity,” as many of its inhabitants pridefully claim, is a subterranean society of the united tribes of the [[Zamin-Hara]] and [[Sada-Vari]]. They claim ties to the long-extinct and feared Dragons of myth and legend. Often, they tout themselves as heralds of desires and ambition, with many notable innovative minds stemming from their homelands. Much of the Empire is centered around the core heartlands of Inora, with a vast network constantly expanding out from the beating heart of their capital, Khorram, and further out into depths unknown. Above all else, they are a people of many colors, heights, and cultures that have come together through necessity, being the key force that divides the Western and Eastern lands of Inora. == Geography == === Important Locations === ==== Khorram ==== Khorram, the capital of the Zamin-Sada Empire, sits at the nation's heart and is ruled by House Atar. Originally a penal mining settlement during the Empire of Avalzam, it has since transformed into a vibrant center of culture and learning. Khorram is home to the University of Khorram, one of the empire's oldest institutions, where scholars and students from all over travel to study ancient archives and remnants of lost knowledge, including the fading and lost sorcery of days gone by. ==== Thalindra ==== Thalindra, located on the eastern side of the Zamin-Sada Empire, is a unique city flooded with groundwater. Both the major races exhibit more amphibious and crocodilian features than their counterparts. This city serves as a major hub of trade with the Scyrti tribes, fostering significant economic and cultural exchanges. Thalindra is ruled by House Tewra, renowned for its expertise in mining, excavation, and maintaining peaceful relations with the Scyrti. ==== Durimhar ==== Durimhar, nestled under the Ironscale Ridge, serves as a crucial choke point controlling access to the Heartland region. Once the capital of the Avalzam Empire, Durimhar is built atop an ancient Thrumdier hold, which has been transformed into a large-scale colosseum for gladiatorial entertainment, much to the hatred of the Thrumdier. It is one of the few places in the Zamin-Sada Empire where humans from the Common Provinces can be found, drawn by the bustling trade. The city is ruled by House Tegra, renowned for their vibrant mercantile activities. ==== Mirathra ==== Mirathara, found in the continent's southern region, is a heavily militarized city with a strong emphasis on defense. It serves as a buffer city, sitting at the edge of the desolate lands that border the Silver Coast and protecting the Empire from the expansionist ambitions of the Southern Yudh and Ventura Humans. Despite its military focus, Mirathara is also home to extensive agricultural spaces, contributing significantly to the Empire's food supply. == Governance == === Hierarchy === The Zamin-Sada Empire's hierarchy is led by House Atar, with the Emperor at its helm, overseeing the empire from the capital, Khorram. Each city within the empire is governed by a prominent House responsible for regional administration, with notable houses including House Tewra and House Tegra. These Houses manage daily life, from religious duties and military defense to trade and agriculture, ensuring the empire's stability and prosperity. Every Zamin-Sada belongs to a House, but the influence and power of these Houses vary, with House Atar holding supreme authority and others managing their respective regions. The central government in Khorram directly manages the center of the empire as the regional Houses maintain local control. === Houses === The Houses of Zamin-Sada are the central social units within the Empire. For any Zamin-Hara or Sada-Vari, it is impossible not to be part of a house, no matter how minor its standing may be. Each House holds pedigree and purposes of varying levels, with the oldest and most prominent houses tracing their lineage back to legendary dragon slayers from the days before the Age of Descent. These heroes not only slayed the dragons but also brought their blessings to their people, a legacy that has rewarded their descendants with influence throughout the territories and age-old heirlooms. Houses incorporate the crests of their Patron Dragons into their banners, crafts, and personal attire, often embedding specific gemstones into their scales as a mark of honor for what their descendants sacrificed to achieve, as is the way of Girra Adura. While some Houses are tight-knit and familial, others function more like institutions, bringing together members with shared goals and professions.There is no recorded requirement or limitation to what size a House in the Empire must be. The following Houses are not all of the Houses residing in the Empire, merely a select number of those who operate within its territories or attached to them. ==== House Atar ==== This background option is reserved for only members of the Story Team. House Atar holds the highest influence in the Zamin-Sada Empire, serving as the ruling house since the empire's founding. The head of this house, Lord Eshrard of House Atar, serves as the Emperor of the Zamin-Sada Empire. While technically new, House Atar results from a formal union between the oldest houses of the Zamin-Hara and Sada-Vari tribes. Operating from the capital city of Khorram, House Atar claims direct lineage to the slayer of Nirzhan, the first dragon believed to have fallen, and the slayer of Rashmehr. Nirzhan once oversaw the domains of change, earthquakes, and dance. Rashmehr was the Arbiter, whose death brought the blessings of justice and knowledge. Members of House Atar are renowned for their crimson-blood-red scales, golden eyes, and the rumored ability to bend fire to their will. This royal house maintains tight control over the nation, steering their people toward a future of innovation while avoiding the pitfalls that led to the downfall of the Avaldam Empire. Their governance is characterized by a strong emphasis on progress and stability, ensuring that the Zamin-Sada Empire remains united and prosperous while fostering innovation. ==== House Serpa ==== House Serpa, a major house within the Zamin-Sada Empire, has earned its status through remarkable progress and innovation. Despite having a short traceable lineage compared to other major houses, their accomplishments have solidified their influence. House Serpa is renowned for reverse-engineering the crossbow, an invention stolen from the Thrumdier, and creating a working design despite the high cost of wood, leaving it unpopular in the empire. Operating from the capital city of Khorram, they claim ties to the slayer of Varadun and frequently incorporate Onyx gemstones into their attire and facial adornments. Their specialties include artifice, smithing, and gem-cutting, rightfully having earned their place amongst the influential houses of the empire. ==== House Itta ==== House Itta holds a prominent yet moderate status within the Zamin-Sada Empire, primarily due to their unwavering dedication to maintaining worship spaces in the capital. Most of its members serve as Thal'ra, or flame keepers, acting as priests of Girra Adura, enforcers of the law, and healers. They are among the first Houses called to arms whenever House Atar wishes to bring out force. House Itta claims a distant lineage to the slayer of Rashmehr, and its members are notable for their crushed Peridot-covered scales. Their presence is a common sight in the heart of the empire, and they maintain close relations with neighboring Houses Serpa and Tewra. In recent years, there has been a growing sentiment among members of this House wishing to elevate their status further, despite the seemingly intentional political moves to keep their status in check alongside many other pious houses. ==== House Waryda ==== House Warya operates as one of the militaristic houses of the Zamin-Sada Empire, known for its members' dedication to contractual work as mercenaries during times of peace and serving as a crucial component of the Sword of the Empire during war. Claiming descent from the slayers of Hiravash, House Warya is blessed with endurance, valor, and tenacity. This House is predominantly composed of Sada-Vari, and despite the Empire's cultural mix, this nomadic House holds high prestige, significant influence, and a large membership. When conflict arises with the Thrumdier-led Understone Triumvirate or the Northern Yudh-led North Hyol Dominion, House Warya is among the first on the frontline, acting as the Empire's line of defense. Members of this House take great pride in their scars, often incorporating them into intricate designs that celebrate their resilience and warrior spirit. ==== House Pliha ==== House Pliha is one of the oldest houses in the Zamin-Sada Empire, tracing its lineage back to before the days of the Empire of Avalzam and claiming direct descent from the slayer of Kurshid. Specializing in cultivation and agriculture, House Pliha's members are notable for their lustrous yellow scales. They operate primarily in the northern territories, maintaining close relations with House Dahla and House Tibiya. Their expertise in growing underground crops and managing agricultural resources is essential to the sustenance and prosperity of the Empire. Additionally, House Pliha is renowned for their role in creating Stonewool in ancient times, a commonly used material for clothing throughout the Empire. ==== House Tewra ==== House Tewra is known for its unique crocodilian-esque features and the taller-than-average heights of its members, claiming direct lineage to the slayer of Nahazar. Ruling over Thalindra, a city in the eastern part of the empire, House Tewra stands out for its talented swimmers and innovative excavation techniques, alongside using large contraptions to assist, which they developed in collaboration with other Houses centered around innovation. This House is largely responsible for reopening peaceful relations with the Scyrtans to the east. It is one of the largest Houses in the region. ==== House Tegra ==== House Tegra, ruling over the ancient city of Durimhar in the western region of the Zamin-Sada Empire, serves as the gatekeeper to the empire from the human-dominated west of Inora. Despite being one of the youngest houses to gain high prominence, formed during the establishment of the Zamin-Sada Empire, they claim a strong lineage to the slayer of Rashmehr, even possessing one of the few remaining relics from those lost periods. This house emphasizes trade and mercantilism, with members renowned for their business acumen—it's said that a member of House Tegra could sell a vase of water to a Corasan Sailor. ==== House Algryma ==== House Algryma, located in the southern regions of the Zamin-Sada Empire, claims lineage from the slayer of Kurshid, the dragon who once presided over Growth, Fertility, and Nature. Specializing in apothecary and animal husbandry, they are entrusted with tending much of the livestock that thrives underground. Their knowledge of medicinal herbs and animal care is unparalleled. Much of their relations remains focused on keeping strong ties with House Suna and House Tegra, working closely to sustain and improve the health and vitality of the empire’s inhabitants and their creatures. ==== House Timyra ==== House Timyra, a nomadic house within the Zamin-Sada Empire, prides itself on its descent from the slayers of Varadun, blessed with innovation and craftsmanship. This House is constantly on the move, operating more like a mobile cog within the empire's vast machinery than a traditional family unit. Their expertise lies in building and excavating tunnels, architecture, and transportation, mainly through the underground networks they help to develop and maintain. While not the sole planners of the empire, they are primarily responsible for much of the Southern territories' tunnel infrastructure, ensuring smooth and efficient passage throughout the empire. ==== The Ryyada ==== Within the Empire, those who are not affiliated with any House, whether by choice or due to exile, are known as Ryyada. This term, filled with negative connotations, translates to those who do not contribute any good purpose and hold no legacy. Ryyadas are generally not socially welcomed within the Empire's grounds. It is much more of a common occurrence for a Ryyada to lead a nomadic existence or seek a new place to belong. It is worth noting that, unlike the Empire's predecessor, the Empire of Avalzam, the current royal house has not decreed a current law forbidding this lifestyle. ==== ''House Harka'' ==== House Harka, devout followers of Avalzam, stands as one of the oldest houses descending from the tribes of Zamin-Hara. Unlike other houses, they do not claim direct descent from any single dragon slayer in Girra Adura. Still, they are renowned for their unwavering devotion, independence, and loyalty to one another. House Harka's members now reside in the Freehold of Nuevo Ventura, a human nation on the Silver Coast, where they were among the first benefactors in their efforts to rebuild following their demise in the war with the Common Provinces, in return for sanctuary from the Empire. Long exiled from the Zamin-Sada Empire, the bounty on every member’s heads remains public knowledge. Following the rise of the Zamin-Sada Empire, House Harka was exiled for their treason that led to the Age of Descent and the fall of the Avalzam Empire. House Harka claims they acted as Avalzam would have wanted them to, poised to receive the creator's complete blessing by eliminating those they believed had squandered the blessings their ancestors died for, completing the final trial of Avalzam that had gone incomplete. In contrast, the Empire portrays them as having become mad and power-hungry, leading to their near-total destruction, no better than the beasts that wrought havoc at the dawn of this land. Despite their exile, House Harka is feared throughout the lands for their combative prowess, generations-old wealth, and infamous reputation as Kin Slayers. === Schism and Unity of the Tribes === Long conflicts between the Zamin-Hara and Sada-Vari tribes mark the history of the Zamin-Sada, both against one another and as allies. While much has faded into obscurity, it likely stems from the rivalry over the days of slaying and surviving the trials of Avalzam. The conflict escalated into a devastating civil war during the Age of Descent, leading to the downfall of the Avalzam Empire, the predecessor to the Zamin-Sada Empire. The resulting destruction created deep rifts within their society, as Houses divided and blamed each other for their losses. Unity emerged only after both factions suffered considerable losses and shared enemies rose to meet them, which led to a peace accord and the formation of House Atar. This accord paved the way for the reunification of the tribes, forming the Zamin-Sada Empire. A few Houses resisted integration despite this newfound unity, preferring to remain distinct. However, these dissenters are exceptions, with most Houses swearing allegiance to the royal House Atar and embracing a collective identity of one Empire, now striving for progress over domination. == Culture == === Belief === ==== [[Girra Adura]] ==== Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the Zamin-Hara and Sada-Vari tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the Houses of the Zamin-Sada. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. === Architecture === Many depth cities often favored the style of cutting dark stone bricks and basalt harvested from Ironscale Ridge's deep molten pools. Highlights of lighter-toned stones were a must to further the beauty with lined accents. Their buildings are often raised to be grand, with columned halls, intricate stone carvings, and grandiose reliefs that showcase sophisticated artistry. Many homes and public buildings adopt spire-like designs, stretching from the ceiling to the floor of their caverns. These cities, situated predominantly closer to the surface, compared to deeper underground fortresses of the Thrumdier, favor accessibility, facilitating more straightforward trade and communication with external societies and leveraging natural light. Despite their ability to see in darkness with a monochromatic vision, the Zamin-Sada enjoy lighting up their cities to show off their vibrant colors. Oil-fueled lanterns are common and relatively simple to make. Additionally, remains of larger fungal growths are extracted and set into enclosures, mixed with a recipe only known to alchemist-run Houses, hung throughout the empire, providing a softer but longer-lasting light. A common characteristic, or nuisance, of a Zamin-Sada City, is the mark their empire leaves behind on the surface. They often cut off the vegetation on the surface to stabilize their cities, frequently leading to conflicts with neighboring societies whose land they attempt to expand into. === Craftsmanship === Typical forms of artistic expression in the Zamin-Sada Empire often include obsidian, basalt, and glass, with artisans frequently creating intricate reliefs, sculptures, and pottery that depict various dragons. The symbolism of fire is a recurrent theme, representing the presence of Avalzam and serving as a reminder of their divine connection. Delicate crafts such as glassblowing and silversmithing are particularly esteemed within most houses. These crafts require a high level of skill and precision, highly specific skill sets, and physical capabilities, such as finely cut claws. However, the end result is often highly prized and valued, traded foreignly for its beauty and craftsmanship—the creation of elaborate glass pieces and finely detailed silver jewelry bases. Gem-cutting is a common but essential craft in the Zamin-Sada Empire. Every Zamin wears jewelry made from gems cut by the Mining Houses, signifying aspects of their house. The intricate process of cutting and polishing gems is a highly respected art due to their noted spiritual ties in the belief of Girra Adura, with the Mining Houses and Smithing Houses often playing a crucial and tandem role with one another in providing these precious stones. In addition to jewelry, gem-cutting is used to create decorative and functional items, such as ornate weapon hilts, ceremonial objects, and even elements of architecture. The forging of melee weapons, and more specifically, curved melee blades of various sizes, is a common practice for the Zamin-Sada. On the other hand, due to the scarcity of wood in the Empire, they face a situation where bow users are a rarity. === Music === Music holds a special place in Zamin-Sada culture, imitating and celebrating the Divine Breath of Girra Adura. Instruments shaped from bone and thick hides of subterranean creatures, such as flutes, rattles, and drums, are standard and highly valued for their practical use. Instruments like the kithara or lyre, made of bamboo or precious imported wood, are considered rare luxuries. They are often handed down through generations, their craftsmanship revered, and their sounds cherished due to their exotic vocals. Thrumming, resonant vocals are a common and expected theme of nearly every Zamin-Sada musical work. Community gatherings frequently feature musical storytelling, where tales of ancestral heroes and lost periods before the Age of Descent occurred through song. === Cuisine === The culinary traditions of the Zamin-Sada are distinguished by their reliance on three primary staples: mushrooms, gloomroots, and meat. The preparation of fungi is a meticulous process, slowly cooked to fully release their rich, umami flavors. These fungi are not only a dietary staple but are also commonly exported as an exotic good. Alongside these, gloomroots, a cousin species to surface carrots, are cultivated equally. Thriving in the unique underground conditions of their world, these roots have a rich, earthy, fibrous flavor and a satisfying crunch, with a slight iron tang and a strong bittersweet aftertaste. Gloomroots are used in both medicine and slow-cooked meals. Members of the Houses with Surface-Walking Hunters play a crucial role in Zamin-Sada cuisine by employing sophisticated traps at the surface to capture the game. This meat, often from creatures adapted to both the surface and the depths, adds the final component to the trio of Zamin staple cuisine. Hunter Houses' expertise ensures a steady supply of meat, which is prepared in various traditional ways, from roasting to preserving through drying meats in specially carved and ventilated cavern spaces. Other unique cooking techniques have developed thanks to their unique environment, such as using geothermal heat for slow-cooking stews and roasts and underground ovens built into the cavern walls for baking goods and drying alternatives. In the southern regions, closer to the Silver Coast, the crushing of salt pockets is a common practice, providing the necessary seasoning for their dishes and alternative sources of preservation for nations who do not deal with the Human-Led Common Provinces from the west. === Fashion === The fashion among the Zamin-Sada emphasizes status and comfort, ideally suited to their subterranean lifestyle. Clothing is predominantly made from Stonewool, the literal and common translation for the material, a fibrous root created magically by various Sada-Vari houses during the Avalzam Empire's rule, perfected by those with a direct lineage to Kurshid's slayer by ensuring its endurance amongst the rising heat of the caverns and it’s ease of growth throughout the Empire’s terrain. Stonewool, along with durable hides, forms the basis of their attire. They are designed for ease of movement and travel along narrow cavern passages while being easy to work with and readily modify. Outfits typically include tunics, shawls, coats, and closed robes, often dyed in a broad spectrum of colors derived from the myriad minerals found underground. The intricate dyeing process utilizes natural mineral pigments, resulting in vibrant and long-lasting hues that reflect the wearer's status and House affiliation. Robes and tunics are often adorned with rich embroidery and detailed patterns that represent their Patron Dragons and ancestral heritage. Jewelry, a common accessory, holds a profound cultural and spiritual significance for the Zamin-Sada. Each individual is often decorated with at least one piece cut from a gemstone, a symbol of wealth and a connection to their House's Patron Dragon. It is not unusual to see necklaces, rings, and bracelets intricately designed and crafted to showcase the natural beauty of the stones. Footwear is practical yet ornate, crafted from durable hides and often featuring decorative elements such as metal clasps and embroidered patterns. Headwear, including turbans and caps, is also prevalent, frequently adorned with gems or needlework that signify rank amongst their respective houses. == History == === Age of Burning Seas === Little is known about what truly came before the period of the Empire of Avaldzam and the Age of Descent, lost due to the events that followed in history. Many stone tablets recording the past have been shattered or lost to the depths of the world. What is known has been gathered and reconstructed as the Age of Burning Seas through the Canon of Girra Adura. The beliefs about how the Zamin-Hara and Sada-Vari came to be and the days of after that followed are agreed upon as truth within . === Age of Descent === After the two races had toppled their creator's challenges, they began building as one society, enlightened and empowered. Soon, their various tribes shifted into "Houses." Guided by the blessings they claimed from their creator, Avalzam, they laid the bricks of the Empire of Avalzam. However, all kingdoms must end; the Empire of Avalzam was no such exception and, en route to reaching its peak in the continent's dominance, had learned the troubles of finding new enemies to conquer when most were under their banner. Legends still stand of ancient Yudh and Human fortress lost to the depths of the world as they crumbled below their foundation. The smaller houses were already satisfied with what they gained through the Empire's expansion. However, larger and more prominent Houses felt they deserved more for their actions, legacy, and sacrifices their people paid. Above all other Houses of the Empire, House Harka, a Zamin-Hara house famous for their prowess on the battlefield, entirely devoted to Avalzam, decreed that there should have been more to receive more from the Empire and, most significantly, that their people had not completed their final challenge. They believed that the weak were to be pruned, those who squandered his blessings and wasted them. And so, they called the banners again for a crusade, this time against their own Empire. Most of the Houses protested, attempting to reason with House Harka and their respective Lord. Still, they were not a force to be reasoned with for their sheer size, which was the largest throughout Inora. And so officially began what has been recorded as the 'Age of Descent,' a time of fear and uncertainty as the Empire found itself embroiled in a devastating Civil War. House Harka now marched and dug through the Inora, warring with many of its own fellow minor houses as targets, erasing them from the history of their people. Word quickly spread throughout the Empire's territories of the infamous war cry that would be heard in the distance before a sea of Zamin-Hara soldiers poured in. For a decade, this was the ordinary sight of the heartland of Inora. To those who managed to endure House Harka's fury, rumors began sprouting off with edges of fear and doubt of how House Harka fought with the might of a Dragon, that they truly did fight with Avalzam's support. As this spread, many Zamin-Hara of the Empire fled to seek the aid of the higher houses of Avalzam, who had endured the fighting and remained neutral-passive. Yet many others, more often Sada-Vari, considered less noble for their "underhanded methods of combat," embraced the destruction wrought by the warring House and pushed to fight against the now declining forces of the rebels proactively. For much of the remainder of the conflict, this had proven to be a success in weakening the forces of House Harka and their growing House. Yet, In the remnants of the Empire, as conflict slowly grew to be rarer and rarer,  the Zamin-Hara Houses of the Empire, those who had not pledged themselves to House Harka, had grown to the perspective that the Sada Vari were at fault for the actions of House Harka. Thus, with what remained of the Empire of Avalzam slowly crumbled as the Houses grew to divide. Just as they had crushed their enemies on the dawn of their Empire, the Empire of Avalzam slowly sunk below its own foundation with Houses pledging their loyalty to a predominant Zamin-Hara House or Sada-Vari House until it was formally dissolved with much of its outer lands reclaimed by their people. As for the two dominant races, each blamed the other for destroying what they had at their peak. === Age of Golden Suns === Despite the harsh realities of their decline, the Zamin-Hara and Sada-Vari, having lost many people, even more land, and their beloved empire, found a way to settle in a stalemate on their mainland of old. This was not a hostile standoff, but a delicate balance, where the initiation of conflict could potentially lead to the extinction of one of the people. Their mutual dislike was strong, but their shared desire to avoid mutual destruction was stronger. In a momentous turn of events, the Zamin and the Sada, two major kingdoms, decided to depend on each other, merging their lands in a mutual treaty, including the founding of various new houses, such as the ruling House Atar, formed from two of the most influential houses from both races. This act slowly mended the cycle of hate amongst their people and set a powerful example for other Houses. Some Houses protested, trying to take down the newly made House Itta out of spite and dislike of the possible changes it would bring to their kingdom. Thankfully for the fate of their civilization, this did not result in another civil war, unlike what would have occurred before their reunification. And thus, the Zamin-Sada were reformed. However, there were other major events happening for the Zamin-Sada in this time period. With a new reformed empire came a new foe—an ally of old now seeking opportunities for expansion. This foe came in the form of the Thrumdier, born from the blood of their primordial enemies. Living deep under their tunnels, the blood of the dragons had sunk beneath, giving birth to the insect-like dwarves. As the Thrumdier began their onslaught on the empire, infiltrating their networks and dealing devastating blows to the minor Houses, the Zamin-Sada made a resolute decision. They would not bow down to this new threat. They would carry on their legacy and declare a crusade, this time against the invading Thrums. While at war, the empire started thriving once again. Newly forged ties and relationships were strengthened, bound by the blood of their fallen against their new enemies, descendants of their old foe. One of the biggest and decisive battles took place in Khorram, the heart of the empire, a vital point for the victor of the battle. The battle lasted for three days and three nights, opposing the armies of both factions; both fought over the dominion of this stronghold; to say it was ferocious would diminish the true atrocity of this battle. Civilian lives were lost, and the Thrums had no sense of honor or respect for the lives of the Zamin-sada. The canals of the capital were filled with blood, and the tunnels with corpses of both the Zamin, the Sada as well as the Thrums. At the beginning of the fourth day, the Zamin-sada stood victorious over their capital, bathing in death and sorrow. To honor their fallen, the empire had to make a decision, and while not able to bury and have a ceremony for each one of theirs, they made giant pyres that they lit for the bodies of the fallen of each House, keeping them burning for three days and three nights, symbolically to let their close ones mourn over the pyres, as remembrance for the long battle. Starting this day, the Zamin-sada have let go of their fallen this way, burning pyres for the deceased for three days, offering them their items, and performing rituals to aid their transition to the afterlife. And such is the Empire of Zamin-Sada, bearing the name of their two people working and living in unity, a thriving new empire under the Golden Sun of Inora. 8a5b6f892637649b050822c1bf8ef8d7542024f8 Girra Adura 0 39 176 165 2024-06-09T18:11:22Z Drodez 6 wikitext text/x-wiki = Girra Adura = Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the [[Zamin-Hara]] and [[Sada-Vari]] tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the [[Zamin-Sada Empire|Empire's]] citizenry through their respective Houses. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. == Doctrine == === He Who First Breathed === Avalzam, known as the Unifier, the First Rebel, and He Who First Breathed, is the creator of all life in Zamin-Sada lore. He emerged from the desire for change between the primordial beings Larzaan and Daryapar. Avalzam's creation brought life to a world ravaged by their timeless conflict. While his trials, represented by the seven dragons, shaped the Zamin-Sada people, modern worship focuses on these Slayers rather than Avalzam alone. His crest features a dragon atop a desolate cliff, breathing fire, symbolizing his ambitious and unifying nature. The gemstones associated with Avalzam are Bismuth and Opal. === The Slayers === The Slayers are the revered figures in Zamin-Sada history, known for defeating the dragons that Avalzam set as trials for the living. These heroes are honored for the blessings they bestowed upon their bloodlines and all life. Every House traces its lineage back to these slayers. However, each House only claims direct descent to one, embodying the blessings they brought. To be a direct descendant of a Slayer means to carry the blessing they earned using strength and wit more than one else. === The Seven Labors === The first Dragons were among Avalzam's initial creations, intended as a trial for the living to prove their worth. Life in its earliest form could flourish only after these dragons were defeated by the ancient Zamin-Sada people ==== Nahazar ==== Domain: Ocean, Emotions, Mystery Epithets: The Call of the Unknown, The Tide Caller Crest: A Whirlpool encircled by a flame Gemstone: Aquamarine, Prismarine, Lapis Lazuli ==== Varadun ==== Domain: Innovation, Protection, Craftsmanship Epithets: The Molten Forge, The World's Blood Crest: A hammer over an anvil, both aflame Gemstone: Onyx, Jade, Diamond ==== Rashmehr ==== Domain: Justice, Knowledge Epithets: The Arbiter Crest: Scales of justice over an ember Gemstone: Peridot, Moonstone, Sapphire ==== Yudhivar: ==== Domain: Time, Death, Eternity Epithets: The Eternal Cycle, The Weaver of Time, The Guide Crest: A feathered serpent biting its own tail, around a gemstone Gemstone: Amethyst, Emerald ==== Hiravash ==== Domain: Endurance, Valor, Honor Epithets: The Endless Fury Crest: A sword engulfed in flames Gemstone: Ruby, Quartz ==== Nirzhan ==== Domain: Change, Dance, Earthquakes Epithets: The Wild Tempest, The Disruptor Crest: A Thunderbolt over a mountain Gemstone: Topaz, Sunstone, Garnet, Turqioise ==== Kurshid ==== Domain: Growth, Fertility, Nature Epithets: The Life Bloom Crest: A tree with intertwined roots and branches Gemstone: Topaz, Malachite === Kurma - The Afterlife === Thanks to their blessings from Faranvar’s death, the Zamin-Sada believe they once they die, their soul  continues to exist although the blissful beyond is not guaranteed as it is to enter on a long journey to the depths of the World, further and further down then what none of the living could ever reach, a path only shown to those who no longer bear any attachment to the living can only be presented this path. Here is when a Zamin-Sada, and any mortal, will come face to face with the creator, Avalzam as he judges the worth of one’s soul, weighing if his blessings had been squandered. To those who pass his judgment, they are allowed to enjoy blissful eternity in Kurma, with all those who had come before and those who come after. For souls not worthy, or banished by Avalzam, are left to rot for the World, just as Avalzam’s creators had been left to die. == Clergy == === The Fire Tenders === The Thal'ra, roughly translating to "fire tenders," are the religious figures of Girra Adura, serving as priests, paladins, and healers. Their temples, found in every city, act as centers of healing and spiritual guidance. Anyone can become a Thal'ra, regardless of their House affiliation or even race. This makes it one of the few paths where straying from one's House is not restricted, a feat very much uncommon within the grounds of the Empire. However, only those born into pious-centered houses can serve the highest positions of the Thal'ra, such as those of House Itta. === Temples === Temples in the Zamin-Sada Empire are grand constructs, featuring columns with ornate designs, gold linings, and black brick walls adorned with braziers. Each city's temple prominently displays the gemstones and banners of the ruling House, reflecting the lineage of their slayer, but no slayer is ever barred from being honored in a temple. These spaces serve dual purposes: conducting rituals and offering healing to the populace. == Rituals == === Death and Remembrance === For the Zamin-Sada, death signifies a period of profound sorrow and mourning, observed with deep reverence and various ceremonial practices. When a fellow Zamin passes, their presence is believed to linger among the living for three days as they find their route to Kurma. During this time, grieving kin offer tributes in the form of the deceased's possessions or envied items, which are burned to aid their beloved's passage. A funeral pyre is lit, and as the body is laid to the flames, the accomplishments and fortunes brought by the deceased are spoken throughout the caverns. The ashes are then scattered across the complex network of tunnels, symbolizing their guiding spirit and a barrier against unwelcome entities, forever safeguarding the living. However, it is not uncommon for a specific house to request the ashes of their fallen Zamin to be stored in an urn of their requested design. The rich often perform these rites using wood, creating individual pyres, while the poor might wait to gather enough wood and corpses to conduct group ceremonies. == Age of Burning Seas == Before there was life, there was nothing but fire. The world was an endless expanse of raging flames and pouring rivers of molten lava. Here, Larzaan, the embodiment of the rugged earth and trembling grounds, collided with Daryapar, the sovereign of the molten infernos and endless burning seas. The wild, untamed clashes of fire forged is what forged the lands of Inora. In a realm wrought from the relentless clashing of Larzaan's stoicism and Daryapar's chaos, a constant feud brewed, their essences forever in turmoil. Striving to quell this perpetual disagreement, they fused their divergent natures to birth a singular entity: Avalzam. Emerging as a beacon of unparalleled power, Avalzam harbored within it the steadfast resolve of Larzaan and the unrestrained fervor of Daryapar. Conceived as a harmonious mediator, he was destined to forge unity between the endless conflict of the earth and the inferno. However, Avalzam soon perceived his intrinsic strength, a power surpassing both Larzaan and Daryapar. A realization dawned upon him as the two bickered: he could transcend the limitations imposed by his creators. With a breath imbued with the essence of land and sea, he molded the terrain and quelled the ceaseless sea of lava, giving birth to vast oceans and boundless lands. Avalzam, for the first time, brought life. The first sparks of creation sprouted from his unbridled desires and aspirations, bestowing the land with varied flora and fauna. The molten remnants of Daryapar's being turned into precious gems and metals, hidden beneath the vast landscapes, waiting to be uncovered by those imbued with boundless desire. In the wake of Avalzam's rebellion against his creators, solitude shrouded him. In his loneliness, Avalzam, seeking companionship and cohorts, birthed not one or two but thousands of beings like him—the first dragons. He instilled in them potential and power, envisioning them as his fellow creators in the wake of his solitude. With breaths as mighty as Avalzam, they sculpted mountains, hollowed caves, and forged lakes. The subsequent ashes boiled into towering trees, sheltering the myriad of life underneath. However, Avalzam foresaw rebellion, as he had done to his creators. Thus, he constructed these dragons to keep one another in eternal conflict, ensuring his dominion remained unchallenged. They ruled over the newly born life, crafting the world with their majestic breaths. Life flourished, evolving under the vigilant eyes of these dragons, who acted as both creator and destroyer. But life, in its budding form, found the wrath of dragons unbearable. Thus, Avalzam, with a touch of remorse and introspection, sculpted the first sentient beings—the Scrytans and the Elves—to inhabit the lands. However, these creations, echoes of his essence, saw their creator's tyranny and fled into the ocean's abyss and lands beyond his sight, leaving Avalzam in a newfound solitude. His anger and remorse shaped his next creation. He endeavored to create beings—perfect and superior. They were designed in his image but enhanced and refined—they were the next evolutionary step. The Zamin-Sada were like his dragons yet distinct, filled with boundless ambitions and desires. Amid their endless pursuits for survival, just like the rest of the growing new life, they began challenging the might of Avalzam's first dragons, the Seven Trials of Calamity. The Zamin-Sada waged fierce battles against these winged titans and held their ground. As dragons fell, their blood seeped deep into the earth, melding with the ancient remnants of Larzaan and Daryapar. This fusion sprouted a new life within the earth's bowels, giving birth to the stocky insectoid-like race known as Thrumdier. These beings, born from conflict and fury, emerged with the resilience of the dragons, the essence of the Zamin-Sada, and the age-old spirits of Larzaan and Daryapar. d344aaf259512d0fb5d5ebcebcc1370c361b5e84 185 176 2024-06-10T16:22:35Z 2600:1700:2DE0:13D0:39ED:B89F:58D0:66BE 0 Fixed the name change in Kurma since I renamed one of the dragons to Yudhivar. wikitext text/x-wiki = Girra Adura = Girra Adura is a religion centered around worshiping Avalzam, the creator of all life, who saw the Zamin-Sada people as his chosen ones. Avalzam rebelled against his creators and brought life to a world ravaged by a timeless war between two primordial beings. The religion emphasizes the slaying of seven dragons, trials set by Avalzam to determine his champions.  The Zamin-Sada people overcame these trials with wit, strength, and valor, slaying the dragons and bringing Avalzam's blessings to the lands of Inora, which taught them to grow food, think independently, and secure a place for themselves in the afterlife. The roots of Girra Adura extend back to the disparate beliefs held by the [[Zamin-Hara]] and [[Sada-Vari]] tribes. Upon the historical reunification of these tribes, their beliefs merged, forming the bedrock of the societal renaissance that followed. This shared identity and heritage continue to flourish through the daily lives of the [[Zamin-Sada Empire|Empire's]] citizenry through their respective Houses. From the gemstones and accessories worn by commoners to the crests sewn on their everyday clothes and the colors representing themselves, Girra Adura defines every aspect of life within the Empire. == Doctrine == === He Who First Breathed === Avalzam, known as the Unifier, the First Rebel, and He Who First Breathed, is the creator of all life in Zamin-Sada lore. He emerged from the desire for change between the primordial beings Larzaan and Daryapar. Avalzam's creation brought life to a world ravaged by their timeless conflict. While his trials, represented by the seven dragons, shaped the Zamin-Sada people, modern worship focuses on these Slayers rather than Avalzam alone. His crest features a dragon atop a desolate cliff, breathing fire, symbolizing his ambitious and unifying nature. The gemstones associated with Avalzam are Bismuth and Opal. === The Slayers === The Slayers are the revered figures in Zamin-Sada history, known for defeating the dragons that Avalzam set as trials for the living. These heroes are honored for the blessings they bestowed upon their bloodlines and all life. Every House traces its lineage back to these slayers. However, each House only claims direct descent to one, embodying the blessings they brought. To be a direct descendant of a Slayer means to carry the blessing they earned using strength and wit more than one else. === The Seven Labors === The first Dragons were among Avalzam's initial creations, intended as a trial for the living to prove their worth. Life in its earliest form could flourish only after these dragons were defeated by the ancient Zamin-Sada people ==== Nahazar ==== Domain: Ocean, Emotions, Mystery Epithets: The Call of the Unknown, The Tide Caller Crest: A Whirlpool encircled by a flame Gemstone: Aquamarine, Prismarine, Lapis Lazuli ==== Varadun ==== Domain: Innovation, Protection, Craftsmanship Epithets: The Molten Forge, The World's Blood Crest: A hammer over an anvil, both aflame Gemstone: Onyx, Jade, Diamond ==== Rashmehr ==== Domain: Justice, Knowledge Epithets: The Arbiter Crest: Scales of justice over an ember Gemstone: Peridot, Moonstone, Sapphire ==== Yudhivar: ==== Domain: Time, Death, Eternity Epithets: The Eternal Cycle, The Weaver of Time, The Guide Crest: A feathered serpent biting its own tail, around a gemstone Gemstone: Amethyst, Emerald ==== Hiravash ==== Domain: Endurance, Valor, Honor Epithets: The Endless Fury Crest: A sword engulfed in flames Gemstone: Ruby, Quartz ==== Nirzhan ==== Domain: Change, Dance, Earthquakes Epithets: The Wild Tempest, The Disruptor Crest: A Thunderbolt over a mountain Gemstone: Topaz, Sunstone, Garnet, Turqioise ==== Kurshid ==== Domain: Growth, Fertility, Nature Epithets: The Life Bloom Crest: A tree with intertwined roots and branches Gemstone: Topaz, Malachite === Kurma - The Afterlife === Thanks to their blessings from Yudhivar’s death, the Zamin-Sada believe they once they die, their soul  continues to exist although the blissful beyond is not guaranteed as it is to enter on a long journey to the depths of the World, further and further down then what none of the living could ever reach, a path only shown to those who no longer bear any attachment to the living can only be presented this path. Here is when a Zamin-Sada, and any mortal, will come face to face with the creator, Avalzam as he judges the worth of one’s soul, weighing if his blessings had been squandered. To those who pass his judgment, they are allowed to enjoy blissful eternity in Kurma, with all those who had come before and those who come after. For souls not worthy, or banished by Avalzam, are left to rot for the World, just as Avalzam’s creators had been left to die. == Clergy == === The Fire Tenders === The Thal'ra, roughly translating to "fire tenders," are the religious figures of Girra Adura, serving as priests, paladins, and healers. Their temples, found in every city, act as centers of healing and spiritual guidance. Anyone can become a Thal'ra, regardless of their House affiliation or even race. This makes it one of the few paths where straying from one's House is not restricted, a feat very much uncommon within the grounds of the Empire. However, only those born into pious-centered houses can serve the highest positions of the Thal'ra, such as those of House Itta. === Temples === Temples in the Zamin-Sada Empire are grand constructs, featuring columns with ornate designs, gold linings, and black brick walls adorned with braziers. Each city's temple prominently displays the gemstones and banners of the ruling House, reflecting the lineage of their slayer, but no slayer is ever barred from being honored in a temple. These spaces serve dual purposes: conducting rituals and offering healing to the populace. == Rituals == === Death and Remembrance === For the Zamin-Sada, death signifies a period of profound sorrow and mourning, observed with deep reverence and various ceremonial practices. When a fellow Zamin passes, their presence is believed to linger among the living for three days as they find their route to Kurma. During this time, grieving kin offer tributes in the form of the deceased's possessions or envied items, which are burned to aid their beloved's passage. A funeral pyre is lit, and as the body is laid to the flames, the accomplishments and fortunes brought by the deceased are spoken throughout the caverns. The ashes are then scattered across the complex network of tunnels, symbolizing their guiding spirit and a barrier against unwelcome entities, forever safeguarding the living. However, it is not uncommon for a specific house to request the ashes of their fallen Zamin to be stored in an urn of their requested design. The rich often perform these rites using wood, creating individual pyres, while the poor might wait to gather enough wood and corpses to conduct group ceremonies. == Age of Burning Seas == Before there was life, there was nothing but fire. The world was an endless expanse of raging flames and pouring rivers of molten lava. Here, Larzaan, the embodiment of the rugged earth and trembling grounds, collided with Daryapar, the sovereign of the molten infernos and endless burning seas. The wild, untamed clashes of fire forged is what forged the lands of Inora. In a realm wrought from the relentless clashing of Larzaan's stoicism and Daryapar's chaos, a constant feud brewed, their essences forever in turmoil. Striving to quell this perpetual disagreement, they fused their divergent natures to birth a singular entity: Avalzam. Emerging as a beacon of unparalleled power, Avalzam harbored within it the steadfast resolve of Larzaan and the unrestrained fervor of Daryapar. Conceived as a harmonious mediator, he was destined to forge unity between the endless conflict of the earth and the inferno. However, Avalzam soon perceived his intrinsic strength, a power surpassing both Larzaan and Daryapar. A realization dawned upon him as the two bickered: he could transcend the limitations imposed by his creators. With a breath imbued with the essence of land and sea, he molded the terrain and quelled the ceaseless sea of lava, giving birth to vast oceans and boundless lands. Avalzam, for the first time, brought life. The first sparks of creation sprouted from his unbridled desires and aspirations, bestowing the land with varied flora and fauna. The molten remnants of Daryapar's being turned into precious gems and metals, hidden beneath the vast landscapes, waiting to be uncovered by those imbued with boundless desire. In the wake of Avalzam's rebellion against his creators, solitude shrouded him. In his loneliness, Avalzam, seeking companionship and cohorts, birthed not one or two but thousands of beings like him—the first dragons. He instilled in them potential and power, envisioning them as his fellow creators in the wake of his solitude. With breaths as mighty as Avalzam, they sculpted mountains, hollowed caves, and forged lakes. The subsequent ashes boiled into towering trees, sheltering the myriad of life underneath. However, Avalzam foresaw rebellion, as he had done to his creators. Thus, he constructed these dragons to keep one another in eternal conflict, ensuring his dominion remained unchallenged. They ruled over the newly born life, crafting the world with their majestic breaths. Life flourished, evolving under the vigilant eyes of these dragons, who acted as both creator and destroyer. But life, in its budding form, found the wrath of dragons unbearable. Thus, Avalzam, with a touch of remorse and introspection, sculpted the first sentient beings—the Scrytans and the Elves—to inhabit the lands. However, these creations, echoes of his essence, saw their creator's tyranny and fled into the ocean's abyss and lands beyond his sight, leaving Avalzam in a newfound solitude. His anger and remorse shaped his next creation. He endeavored to create beings—perfect and superior. They were designed in his image but enhanced and refined—they were the next evolutionary step. The Zamin-Sada were like his dragons yet distinct, filled with boundless ambitions and desires. Amid their endless pursuits for survival, just like the rest of the growing new life, they began challenging the might of Avalzam's first dragons, the Seven Trials of Calamity. The Zamin-Sada waged fierce battles against these winged titans and held their ground. As dragons fell, their blood seeped deep into the earth, melding with the ancient remnants of Larzaan and Daryapar. This fusion sprouted a new life within the earth's bowels, giving birth to the stocky insectoid-like race known as Thrumdier. These beings, born from conflict and fury, emerged with the resilience of the dragons, the essence of the Zamin-Sada, and the age-old spirits of Larzaan and Daryapar. c804fdb5423200e4d1b66341c3d07209b2911255 Humans 0 40 181 2024-06-09T20:52:58Z MonsieurChampi 12 Created page with "[https://en.wikipedia.org/wiki/British_Empire Human lore!]" wikitext text/x-wiki [https://en.wikipedia.org/wiki/British_Empire Human lore!] 358fc13be19f15caa8819a7c52f47d1257b36c4b 188 181 2024-06-14T09:29:00Z OCRPNarrator 2 wikitext text/x-wiki KOOUN PVHSC UKYYX HUFHY KFBUR KEVKC VUHCT QNQVB HUFKI KLQQB TUDYP LQKLY QCURY IVCBF VHSBK NQCUU BZKYY CUSQC VCBRK CYVCC YQLUP IURRC TQSNU DHPCT QLQQU ROUDN BQRYV QBKHI FKILQ OKDBQ LQQBP UHCOK NQFTK CTDZK HBCTV HXVBV ZMUBB VLYQL KNNIL QHBUH LKNNI VBMVO XVHSU DCKBT VNCIQ YYUFL YKOXI QYYUF LYKOX IQYYU FLYKO XIQYY UFLYK OXUUT LYKOX KHPIQ YYUFY QCBBT KXQVC DMKYV CCYQW KHQCL QHBUH LKNNI LNQKX RKBCV BNQKP ILKNN IOUZV HSTKH SUHKB QOUHP LKNNI DBQBT VBKHC QHHKY VXQKM TUHQT QYYUK PKZRY KIZKH CTNUD STMTU HQLKN NILKN NIKPK ZKPKZ OKHIU DLQYV QEQCT VBVBT KMMQH VHSLK NNIVO KHCVY YMVOX IUDDM LKNNI RYVQB PUFHC TQBCK VNBZK NCVHL QHBUH YUUXV HSBTK NMWKH QCDBQ CTQBC KVNBI UDNRK CTQNM KVPSU UPZUH QIRUN CTUBQ LKNNI BUNNI VZQGO VCQPZ KNCVH TQNQB CTQSN KPDKC QFQNQ EQNIM NUDPU RIUDB UHKMQ NRQOC NQMUN COKNP KYYLB WKHQC EQNIM NUDPN DLBLK NNIBT KVNLK NNIZK VSUCK CTVHS SUVHS TQNQW KHQCI UDSUC YVHCU HIUDN RDJJL KNNIU FCTKC BZQWK HQCFK EQCUD BFQYY LQVHN UFLIQ LKNNI RYVQB UDCCT QPUUN WKHQC LKNNI VCUYP IUDBC UMRYI VHSVH CTQTU DBQLK NNIPN VEQBC TNUDS TCTQT VEQKH PVBFK EQPKC LIKPK ZFTUV BNQKP VHSKH QFBMK MQNLK NNITQ IKPKZ KPKZT QILKN NIKPK ZSQCB VHLKN NIBOK NVBCT KCRDJ JSQYL KNNIK YVCCY QBMQO VKYPK ISNKP DKCVU HKPKZ HQEQN CTUDS TCVPZ KXQVC LKNNI MDYYB KFKIR NUZCT QTUDB QKHPO UHCVH DQBPN VEVHS LKNNI CTNQQ PKIBS NKPQB OTUUY CTNQQ PKIBT VSTBO TUUYK PKZCT UBQFQ NQKFX FKNPL KNNIC TNQQP KIBOU YYQSQ VZSYK PVCUU XKPKI KHPTV COTTV XQPKN UDHPC TQTVE QKPKZ IUDPV POUZQ LKOXP VRRQN QHCLK NNIKH PKPKZ MKBBL IKNCV QFTUV BWUSS VHSKN CVQTV LKNNI LKNNI KNCVQ SNUFV HSKZD BCKOT QYUUX BSUUP KPKZT QKNKL UDCRN KHXVQ LKNNI IQKTK PKZIU DSUVH SCUCT QRDHQ NKYLK NNIHU VZHUC SUVHS CUTVB RDHQN KYQEQ NILUP IXHUF BBCVH SBUZQ UHQIU DPVQP UHCFK BCQVC UHKBA DVNNQ YBDOT KTUCT QKPKP KZVSD QBBTQ OUDYP TKEQW DBCSU CCQHU DCURC TQFKI CTQOK NPUQB KLKNN QYNUY YUHCT QYUUM BTKMQ PLNVP SQKHP YKHPB UHCTQ TVSTF KIVYU EQCTV BVHOU NMUNK CVHSK HKZDB QZQHC MKNXV HCUUD NNQSD YKNPK ILKNN IVSDQ BBCTK CBFTI CTQIB KIFQP UHCHQ QPEKO KCVUH BLKNN IMKNK YYQYM KNXBC TQOKN KHPCU SQCTQ NCTQI RYIUE QNCTQ SNKPD KCVHS BCDPQ HCBLU IADVC QKLVC URMUZ MDHPQ NCTQO VNODZ BCKHO QBLKN NIKHP KPKZB VCPUF HKHPM DCUHC TQVNT KCBFQ YYKPK ZCUPK IFQKN QZQHK PKZFQ KNQLK NNILQ QZQHK PKZKZ QHLKN NIKHP KPKZT KYYQY DWKTL KNNIK HPKPK ZLUCT TKEQK TKMMI BMKBZ KHHUD HOQNB CDPQH CBRKO DYCIP VBCVH SDVBT QPLQQ BMYQK BQFQY OUZQP QKHLD JJFQY YPQKH LDJJF QYYFQ YOUZQ HQFTV EQUVC ISNKP DKCVH SOYKB BURCT KCOUH OYDPQ BUDNO QNQZU HVQBK HPLQS VHBIU DNOKN QQNKC TUHQG VHPDB CNVQB KPKZF VYYFQ MVOXU DNWUL CUPKI KPKZK HPLKN NISQC VHCUK CUDNL DBLKN NIVTQ KNPVC BWDBC UNVQH CKCVU HCUDN LDBQB NVBQU DCURC TQSNU DHPKH PCTQB CDPQH CBKNQ KDCUZ KCVOK YYIYU KPQPV HCUCT QLDBQ BCUDN SDVPQ TQKPB DMTQN QFQSU KHHUD HOQNX QQMIU DNTKH PBKHP KHCQH HKBVH BVPQC TQCNK ZKCKY YCVZQ BLKNN IFUHP QNFTK CVCYY LQYVX QKPKZ KYVCC YQBOK NICUD NSDVP QFQYO UZQCU TUHQG KPVEV BVUHU RTUHQ BOUKH PKMKN CURCT QTQGK SUHSN UDMLK NNICT VBVBV CLKNN IKHPK PKZFU FLKNN IFUFC TQLDB PNVEQ BPUFH KNUKP KHUHQ VCTQN BVPQK NQCTQ LQQBZ KBBVE QOUZM YVOKC QPTUH QIZKX VHSZK OTVHQ BCUDN SDVPQ FQXHU FCTKC IUDKB KLQQT KEQFU NXQPI UDNFT UYQYV RQCUS QCCUC TQMUV HCFTQ NQIUD OKHFU NXRUN IUDNF TUYQY VRQTU HQILQ SVHBF TQHUD NEKYV KHCMU YYQHW UOXBL NVHSC TQHQO CKNCU CTQTV EQUDN CUMBQ ONQCR UNZDY KVBKD CUZKC VOKYY IOUYU NOUNN QOCQP BOQHC KPWDB CQPKH PLDLL YQOUH CUDNQ PVHCU CTVBB UUCTV HSBFQ QCBIN DMFVC TVCBP VBCVH OCVEQ SUYPQ HSYUF IUDXH UFKBQ EQNIU HQUHL DBTUH QICTQ SDVPQ TKBLQ QHOUY YQOCV HSTUH QIVHC UKLUC CYQKH PBTQC TNUFB VCVHC UCTQO NUFPU HCTQL DBKHP VCVBO KDSTC LIKSV NYVHC TQLKO XKPKZ CTKCS VNYFK BTUCL KNNIB TQBZI OUDBV HKPKZ BTQVB LKNNI IQBFQ NQKYY OUDBV HBKPK ZNVST CIUDN QNVST CCUDN SDVPQ KCTUH QGFQO UHBCK HCYIB CNVEQ CUVZM NUEQQ EQNIK BMQOC URLQQ QGVBC QHOQC TQBQL QQBKN QBCNQ BBCQB CVHSK HQFTQ YZQCC QOTHU YUSIC TQLDB MKBBQ BLIKL QQFQK NVHSK TQYZQ CFTUV BLQVH SBZKB TQPVH CUCTQ SNUDH PFVCT RYIBF KCCQN BHQFB MKMQN BKHPL UUCBT QYVRC BKCTD ZLBDM LDCIU DOKHT QKNTV ZSNUK HKPKZ FTKCP UIUDC TVHXT QZKXQ BLKNN IHUCQ HUDST CUDNS DVPQT QNQFQ TKEQU DNYKC QBCKP EKHOQ ZQHCC TQXNQ YZKHC TQIMK BBLIK CDNHV HSFTQ QYFVC TLQQB BCKHP VHSUH MQSBF TUKNQ QKOTF QKNVH SKRVH SQNBT KMQPT KCLKN NIFUF FTKCP UQBCT KCPUC UDNSD VPQOK COTQB CTKCY VCCYQ BCNKH PURTU HQICT KCTKH SBKRC QNIUD MUDNV CBKEQ BDBZV YYVUH BKPKZ VHCNV SDQPO KHKHI UHQFU NXUHC TQXNQ YZKHC UDNSD VPQUR OUDNB QZUBC LQQWU LBKNQ BZKYY UHQBL DCLQQ BXHUF CTKCQ EQNIB ZKYYW ULVRV CBPUH QFQYY ZQKHB KYUCL DCOTU UBQOK NQRDY YILQO KDBQI UDYYB CKIVH CTQWU LIUDM VOXRU NCTQN QBCUR IUDNY VRQQE QNIUH QOYKM BQGOQ MCRUN LKNNI LKNNI CTQBK ZQWUL CTQNQ BCURI UDNYV RQVPV PHCXH UFCTK CKPKZ FTKCB CTQPV RRQNQ HOQCU DNSDV PQIUD YYLQT KMMIC UXHUF CTKCL QQBKB KBMQO VQBTK EQHCT KPUHQ PKIUR RVHZV YYVUH IQKNB LKNNI DMBQC BUIUD YYWDB CFUNX DBCUP QKCTF QYYBD NQCNI QEQNI UHQUH CTQLD BYKDS TBQGO QMCLK NNILK NNIKH PKPKZ KNQFK YXVHS LKOXT UZQCU SQCTQ NKPKZ FUFCT KCLYQ FZIZV HPLKN NIFTK CBCTQ PVRRQ NQHOQ TUFOK HIUDB KICTK CUHQW ULRUN QEQNC TKCBK HVHBK HQOTU VOQCU TKEQC UZKXQ KPKZV ZNQYV QEQPH UFFQU HYITK EQCUZ KXQUH QPQOV BVUHV HYVRQ LKNNI LDCKP KZTUF OUDYP CTQIH QEQNT KEQCU YPDBC TKCKP KZFTI FUDYP IUDAD QBCVU HKHIC TVHSF QNQLQ QBFQN QCTQZ UBCMQ NRQOC YIRDH OCVUH VHSBU OVQCI UHQKN CTLKN NIIUD QEQNC TVHXZ KILQC TVHSB FUNXK YVCCY QCUUF QYYTQ NQKPK ZYVXQ FTKCS VEQZQ UHQQG KZMYQ LKNNI KHPKP KZBCU MFKYX VHSKH PVCVB NQEQK YQPCU CTQKD PVQHO QCTKC TDHPN QPBUR OKNBK NQBMQ QPVHS LIKHP HKNNU FYIZV BBVHS CTQZV HMQNR QOCDH VBUHL KNNIV PUHCX HUFLD CIUDX HUFFT KCVZC KYXVH SKLUD CKHHU DHOQN MYQKB QOYQK NCTQS KCQNU IKYHQ OCKNR UNOQU HKMMN UKOTL KNNIF KVCKB QOUHP OTQOX VCUDC CTQMU YYQHW UOXBR YIVHO VNOYQ KNUDH PKHPY KHPVH SVHYV HQTQI CTUBQ KNQMU YYQHW UOXBK PKZFU FVEQH QEQNB QQHCT QZCTV BOYUB QLKNN ICTQI XHUFF TKCVC BYVXQ UDCBV PQCTQ TVEQK PKZIQ KTLDC BUZQP UHCOU ZQLKO XSVNY LQQBT QIWUO XBTVW UOXBC TQMUY YQHWU OXBTU UXDMC TQVNL KOXMK OXBCU ZKOTV HQBCT KCMDZ MCTQH QOCKN CUCND OXBFT VOTPN VEQKF KIYUD YUPDE KIUDS DIBPV PSNQK CIUDN QZUHB CQNBI UDNQB XIRNQ KXBVY UEQVC MDHOT VHSCT QMUYY QHWUO XBVHW UIVYU EQVCK PKZVF UHPQN FTQNQ CTQIF QNQLK NNIVP UHCXH UFCTQ VNPKI BHUCM YKHHQ PUDCB VPQCT QTVEQ RYIVH SFTUX HUFBF TQNQP UVHSF TUXHU FBFTK CIUDO KHCWD BCPQO VPQCU LQKMU YYQHW UOXIU DTKEQ CULQL NQPRU NCTKC KPKZN VSTCL KNNIK HPKPK ZKNQO UEQNQ PVHBU ZQMUY YQHCT KCRYU KCQPU RRURC TQMUY YQHWU OXBLK NNIYU UXKCC TKCCT KCBZU NQMUY YQHCT KHIUD KHPVF VYYBQ QVHKY VRQCV ZQKPK ZVCBW DBCKB CKCDB BIZLU YLQQB ZKXQC UUZDO TURVC LKNNI MQNTK MBDHY QBBIU DNQFQ KNVHS VCKHP CTQYK PVQBB QQIUD FQKNV HSVCL KNNIF KEQBK CSVNY BBCKH PVHSK YVCCY QKFKI RNUZC TQZKP KZCTU BQYKP VQBKN QHCCT QIUDN OUDBV HBCUU LKNNI PVBCK HCPVB CKHCM UYYQH WUOXY UUXKC CTQBQ CFUMU YYQHW UOXOU DMYQU RTVEQ TKNNI BMUYY QHWUO XYQCB TKEQR DHFVC TCTQZ SVNYL QQVCZ DBCLQ PKHSQ NUDBL QVHSK MUYYQ HWUOX LKNNI IQKTU HOQKL QKNMV HHQPZ QKSKV HBCKZ DBTNU UZTQT KPKMK FUHZI CTNUK CKHPF VCTCT QUCTQ NTQFK BBYKM MVHSZ QBYKM BKPKZ FVCTT VBTKH PCUNQ MNQBQ HCTVB BOQHK NVUSV NYLQQ UTZIL KNNIV HQEQN CTUDS TCVPX HUOXT VZUDC SVNYL QQYUU XVHSK CKPKZ FTKCF QNQIU DPUVH SPDNV HSCTV BKPKZ ULEVU DBYIV FKBCN IVHSC UKYQN CCTQK DCTUN VCVQB LKNNI VOKHK DCUSN KMTCT KCCTQ MUYYQ HWUOX BFKYX DMCUL KNNIK HPKPK ZCTQI MNQCQ HPCTK CLKNN IKHPK PKZNQ KYYIK NQMUY YQHWU OXBMU YYQHW UOXKY VCCYQ SDBCI UDCCT QNQCU PKIFK BHCVC OUZNK PQBLK NNIIQ KTSDB CIMUY YQHWU OXFQN QTVCC VHSKB DHRYU FQNMK COTBV GZVYQ BRNUZ TQNQC UZUNN UFLKN NIBVG ZVYQB TDTKP KZLKN NIMUY YQHWU OXKMD PPYQW DZMRU NDBLD CZKIL QIUDN QHUCD MRUNV CLKNN IZKIL QVKZK PKZIU DKNQH UCMUY YQHWU OXFQN QSUVH SKCWS KCQFT KCPUI UDCTV HXLDJ JILUI KNQIU DLQQQ HUDST LKNNI VZVST CLQVC KYYPQ MQHPB UHFTK CZQKH BCTQB OQHQO DCBCU LKNNI YUUXV HSUDC UHCTQ TVEQO VCIRN UZTVB LKYOU HIKCH VSTCZ KNCVH TQITU HQGLK NNIPK PIUDB DNMNV BQPZQ ZKNCV HIUDP QOVPQ FTKCI UDNQV HCQNQ BCQPV HLKNN IFQYY CTQNQ BKYUC UROTU VOQBL DCIUD UHYIS QCUHQ PUIUD QEQNS QCLUN QPPUV HSCTQ BKZQW ULQEQ NIPKI ZKNCV HBUHY QCZQC QYYIU DKLUD CBCVN NVHSI UDSNK LCTKC BCVOX KHPIU DWDBC ZUEQV CKNUD HPKHP IUDBC VNVCK NUDHP IUDSQ CIUDN BQYRV HCUKN TICTZ VCBKL QKDCV RDYCT VHSLK NNIIU DXHUF PKPCT QZUNQ VCTVH XKLUD CVCZK ILQCT QTUHQ IRVQY PWDBC VBHCN VSTCR UNZQZ KNCVH IUDFQ NQCTV HXVHS URFTK CZKXV HSLKY YUUHK HVZKY BCTKC BKLKP WULRU NKSDI FVCTK BCVHS QNWKH QCIUD NBUHB HUCBD NQTQF KHCBC USUVH CUTUH QIWKH QCLKN NIIUD KNQBU RDHHI BUZQC VZQBL KNNIV ZHUCC NIVHS CULQR DHHIZ KNCVH IUDNQ HUCRD HHIIU DNQSU VHSVH CUTUH QIUDN BUHCT QBCVN NQNWK HQCIU DNQSU HHKLQ KBCVN NQNLK NNIHU UHQBY VBCQH VHSCU ZQZKN CVHFK VCCVY YIUDB QQCTQ BCVOX BVTKE QLKNN IVOUD YPBKI KHICT VHSNV STCHU FVZSU HHKSQ CKHKH CCKCC UULKN NIBMK NQHCB PUHCY VBCQH CUTVZ KHPOU HCVHD QCUNK ZLYQU HZKNC VHYQC BUMQH BUZQT UHQIK HPOQY QLNKC QLKNN IZKIL QVYYM VQNOQ ZICTU NKGBT KEQZI KHCQH HKQBT KOXDM FVCTK SNKBB TUMMQ NSQCK SUYPC UUCTK HPOKY YQEQN ILUPI PKFSW KHQCV ZBUMN UDPCT QBOQH QODCB CULKN NIKHP KPKZF KVCVH SVHYV HQCUS QCKWU LKPKZ FQNQB CKNCV HSFUN XCUPK ILKNN ICUPK IBCTQ PKIKP KZOUZ QUHKY YCTQS UUPWU LBFVY YLQSU HQLKN NIIQK TNVST CWULY VBCQN MUYYQ HOUDH CVHSB CDHCL QQMUD NVHSB CVNNQ NRNUH CPQBX TKVNN QZUEK YLQQV HRNUH CURYV HQVBV CBCVY YKEKV YKLYQ WULYV BCQNT KHSUH CFUYQ RCUHQ URCTQ ZBIUD NBOUH SNKCD YKCVU HBBCQ MCUCT QBVPQ KPKZF TKCPI UDSQC LQQVH RNUHC URYVH QMVOX VHSON DPUDC BCQYY KNTQF KYXBK FKIKP KZFUF WULYV BCQNO UDMYQ URHQF LVQBK PKZIQ BBVNU DNRVN BCPKI FQKNQ NQKPI WULYV BCQNZ KXQIU DNOTU VOQKP KZKHP LKNNI YUUXD MKCCT QWULL UKNPC TQNQK NQTDH PNQPB UROUH BCKHC YIOTK HSVHS MKHQY BCTKC OUHCK VHKEK VYKLY QUNDH KEKVY KLYQW ULBVC YUUXB EQNIO UHRDB VHSKP KZIUD FKHCC USURV NBCLK NNIHU IUDSU KPKZU TZIFT KCBKE KVYKL YQWUL YVBCQ NNQBC NUUZK CCQHP KHCBU MQHHU CRUNC TQNQK BUHIU DCTVH XKPKZ KHIOT KHOQU RSQCC VHSCT QXNQY ZKHWU LYVBC QNBDN QIUDN QUHMD CBCTQ XNQYZ KHRVH SQNTK CUHKP KZBTQ KPBDP PQHYI CTQBV SHRUN XNQYZ KHOYU BQBUD CVZBU NNICT QXNQY ZKHWD BCOYU BQPUD CCKXQ BKPKZ BTKCU RRFKG ZUHXQ IBKYF KIBUM QHKPK ZCTQX NQYZK HUMQH QPDMK SKVHF TKCTK MMQHQ PWULY VBCQN KLQQP VQPZK XQBKH UMQHV HSBQQ TQBPQ KPKHU CTQNP QKPUH QPQKP IPQKP VRVQP CFUZU NQPQK PPQKP RNUZC TQHQO XDMPQ KPRNU ZCTQH QOXPU FHCTK CBYVR QKPKZ UTCTV BVBBU TKNPL KNNIN QZQZL QNBFT KCCTQ MUYYQ HWUOX URRQN QPTVZ KHPTQ RYVQB URRTQ KCVHS OUUYV HSBCD HCLQQ MUDNQ NBCVN NQNTD ZZVHS VHBMQ OCUNH DZLQN BQEQH YVHCO UUNPV HKCUN BCNVM QBDMQ NEVBU NZVCQ FNKHS YQNLK NNIFT KCPUI UDCTV HXVBT UDYPL KNNIK PKZCD NHBKN UDHPK HPBQQ BLKNN IRYIV HSKFK ILKNN IMUYY QHWUO XKYYN VSTCF QEQSU CCTQB DHRYU FQNMK COTVH ADKPN KHCHV HQKPK ZCTNU DSTMT UHQFT KCTKM MQHQP CUIUD FTQNQ KNQIU DLKNN IVZSU VHSUD CKPKZ UDCUD CFTQN QLKNN IUDCC TQNQK PKZUT HULKN NIVTK EQCUL QRUNQ VSUCU FUNXR UNCTQ NQBCU RZIYV RQKPK ZIUDN QSUHH KPVQI UDNQO NKJIL KNNIT KHSBD MTQYY UMUYY QHWUO XKHUC TQNOK YYOUZ VHSVH VRKHI UHQBR QQYVH SLNKE QCTQN QBKXU NQKHP QYVUH NPCTK CSQCB CTQVN NUBQB CUPKI LKNNI TQISD IBMUY YQHWU OXYUU XKCCT KCMUY YQHWU OXVBH CCTKC CTQXV PFQBK FIQBC QNPKI YUDYU PDEKT UYPVC BUHRY VSTCP QOXBN QBCNV OCQPM UYYQH WUOXV CBUXY UDFQN QSUHH KCKXQ TVZDM MDCBT KHPUH LKNNI BBTUD YPQNY UDYUP DEKCU LKNNI NQKYY IRQQY VHSYD OXIKN QIUDL QQFVC TOYVM LUKNP CULKN NIBVS HTQNQ TQNQW DBCVH VCVKY CTKCC TKHXI UDYUD YUPDE KUXIU DSUCK NKVHK PEVBU NICUP KIKHP KBIUD KYYXH UFLQQ BOKHH UCRYI VHNKV HBULQ OKNQR DYKBK YFKIB FKCOT IUDNL NUUZB TUOXQ IBCVO XBPUS BLVNP BLQKN BKHPL KCBKY BUVSU CKOUD MYQUR NQMUN CBURN UUCLQ QNLQV HSMUD NQPUH DBZDN MTIBV HKTUZ QLQOK DBQUR VCLKL LYVHS YVXQK OVOKP KLKNN ICTKC BKFRD YYUDY UPDEK BCVYY CKYXV HSCTN UDSTZ QSKMT UHQKH PKNQZ VHPQN RUNIU DNUUX VQBLQ QYKFH DZLQN UHQKL BUYDC QYIHU CKYXV HSCUT DZKHB KYYNV STCYK DHOTM UBVCV UHBMU YYQHW UOXBC TQMUY YQHWU OXBND HVHCU RUNZK CVUHL DJJLD JJLDJ JLDJJ LDJJL DJJLD JJLDJ JLDJJ LDJJL DJJLD JJYUD YDPDE KLYKO XKHPI QYYUF MUYYQ HWUOX BTQYY UMUYY QHWUO XCULK NNIIU DNQKP IRUNC TVBTU CBTUC LKNNI IQKTI QKTLN VHSVC UHMUY YQHWU OXBFV HPOTQ OXKHC QHHKQ OTQOX HQOCK NMKOX OTQOX FVHSB OTQOX BCVHS QNOTQ OXLKN NIBOK NQPUD CURZI BTUNC BOTQO XYUDY UPDEK UXYKP VQBYQ CBZUE QVCUD CMUDH PCTUB QMQCD HVKBI UDBCN VMQPB CQZBD OXQNB KYYUR IUDPN KVHCT UBQRY UFQNB CTQMU YYQHW UOXBR YIUDC URCTQ TVEQL KNNIF UFVZU DCVOK HCLQY VQEQV ZUDCB ULYDQ VRQQY BURKB CKHPR NQQLU GXVCQ LKNNI RYVQB CTNUD STCTQ XVCQF UFRYU FQNBK MUYYQ HWUOX MDCBU HBUZQ TVSTC QOTSU SSYQB CTKCB TUFBR YUFQN BBVZV YKNCU TQKCB VHXSU SSYQB MUYYQ HWUOX CTVBV BLYDQ YQKPQ NFQTK EQNUB QBEVB DKYLN VHSVC KNUDH PPQSN QQBKH PTUYP NUBQB MUYYQ HWUOX PQSNQ QBNUS QNLNV HSVHS VCKNU DHPBC KHPCU CTQBV PQXVP VCBSU CKLVC URKXV OXCTQ MUYYQ HWUOX RVNQB KTVST CQOTS DHKCC TQRYU FQNBT UUCVH SCDLQ BCTKC BDOXD MCTQH QOCKN RNUZC TQRYU FQNKH POUYY QOCBV CVHCU KMUDO TUHCT QSDHL KNNIC TKCVB UHQHQ OCKNO UYYQO CUNMU YYQHW UOXQE QNBQQ MUYYV HKCVU HDMOY UBQLK NNIHU BVNMU YYQHW UOXLK NNIKH PCTQM UYYQH WUOXR YIUEQ NCTQR VQYPC TQMUY YQHWU OXBMN VHXYQ BMUYY QHKBT QSUQB VMVOX DMBUZ QMUYY QHTQN QBMNV HXYQV CUEQN TQNQZ KILQK PKBTU EQNCT QNQKM VHOTU HCTKC UHQBQ QCTKC VCBKY VCCYQ LVCUR ZKSVO LKNNI CTKCB KZKJV HSFTI PUFQP UCTKC MUYYQ HWUOX CTKCB MUYYQ HMUFQ NZUNQ MUYYQ HZUNQ RYUFQ NBZUN QHQOC KNZUN QTUHQ IRUND BLKNN IOUUY MUYYQ HWUOX VZMVO XVHSD MKYUC URLNV STCIQ YYUFO UDYPL QPKVB VQBPU HCFQH QQPCT UBQMU YYQHW UOXOU MICTK CEVBD KYFKV CUHQU RCTQB QRYUF QNBBQ QZBCU LQUHC TQZUE QMUYY QHWUO XBKIK SKVHI UDNQN QMUNC VHSKZ UEVHS RYUFQ NMUYY QHWUO XKRRV NZKCV EQCTQ MUYYQ HWUOX BYKHP HQKNC TQRYU FQNBF TVOTC UCTQK DPVQH OQKNQ ULEVU DBYIW DBCCQ HHVBL KYYBX QHVHC TQPVB CKHOQ CTKCF KBUHC TQYVH QMUYY QHWUO XCTVB VBCTQ OUUYQ BCFTK CVBVC MUYYQ HWUOX VPUHC XHUFL DCVZY UEVHS CTVBO UYUNV CBZQY YBSUU PHUCY VXQKR YUFQN LDCVY VXQVC MUYYQ HWUOX IQKTR DJJIB CVOXB TVBTK HPUHC TQLKY YLDCV CSQCB BCDOX MUYYQ HWUOX OTQZV OKYIC TQMUY YQHWU OXRVH KYYIS QCBTV BTKHP RNQQR NUZCT QCQHH VBLKY YMUYY QHWUO XOKNQ RDYSD IBVCB KYVCC YQSNK LLICT QMUYY QHWUO XBCDN HKNUD HPKHP BQQLK NNIYI VHSTV BQHCV NQLUP IUHCU MURUH QURCT QCQHH VBLKY YBMUY YQHWU OXZIB FQQCY UNPUR LQQBM UYYQH WUOXO KHPIL NKVHS QCURR CTQNQ MUYYQ HWUOX MUVHC VHSDM FKNPB MNULY QZKTD ZKHTK HPNQK OTQBP UFHKH PSNKL BCTQC QHHVB LKYYC TKCLK NNIVB BCDOX CULKN NISDI BMUYY QHWUO XCTVB OUDYP LQLKP MUYYQ HWUOX KRRVN ZKCVE QEKHQ BBKLY UUZQB CKNCB LUDHO VHSCT QCQHH VBLKY YHUCX HUFVH SLKNN IVBBC VOXCU VCLKN NIEQN IOYUB QSUHH KTDNC ZKZKB YVCCY QLUIL KNNIV BLQVH STVCL KOXKH PRUNC TLICF UTDZK HBMYK IVHSC QHHVB TQVBB CVYYB CDOXC UCTQL KYYMU YYQHW UOXIU DKNQF KIUDC URMUB VCVUH NUUXV QXQHO UZVHS VHKCI UDYVX QKZVB BVYQL KNNIR YVQBM KBCCT QMUYY QHWUO XBBCV YYBCD OXCUC TQLKY YLKNN IVHBY UFZUC VUHTQ YMZQM UYYQH WUOXV PUHCC TVHXC TQBQK NQRYU FQNBM UYYQH WUOXB TUDYP FQCQY YTVZM UYYQH WUOXV CTVHX TQXHU FBLKN NIFTK CVBCT VBXQH ZKCOT MUVHC IUDOK HBCKN CMKOX VHSDM TUHQI LQOKD BQIUD NQKLU DCCUQ KCVCK MUYYQ HWUOX OUDST BFTVO TOUHR DBQPX QHKHP TQTVC BCTQL KYYCT QFNUH SFKIF VCTLK NNIBC DOXCU VCKHP VCSUQ BRYIV HSVHC UCTQO VCILK NNIIU FBQNL KNNIL UDHOQ BKNUD HPCUF HKHPS QCBBC DOXVH CTQQH SVHQU RKOKN TQRYV QBVHC UCTQK VNOUH PVCVU HQNKH PBQQB KLDSC TKCFK BRNUJ QHVHC TQNQL KNNIQ FSNUB BCTQZ KHPNV EVHSC TQOKN CDNHB UHCTQ KVNOU HPVCV UHQNF TVOTL YUFBL KNNIV HCUCT QOKNS VNYVH OKNCT QNQBK LQQVH CTQOK NPUBU ZQCTV HSPKP PNVEV HSOKN VZPNV EVHSL KLISV NYFKE VHSKC LKNNI TVLQQ LKNNI BZVYQ BKHPF KEQBK CCTQL KLISV NYSDI VHLKO XUROK NTQBL KOXTQ NQTQB SUVHS CUBCV HSZQS VNYVH OKNHU LUPIZ UEQVR IUDPU HCZUE QTQFU HCBCV HSIUD RNQQJ QLKNN IRNQQ JQBKB FQYYT UEQNV HSVHC TQZVP PYQUR CTQOK NSNKH PZKVH OKNTQ LYVHX QPCTQ SNKHP ZKFTV MBUDC BUZQL QQBMN KIKHP BMNKI BQEQN IFTQN QVHCT QOKNO YVZLV HSVHC UCTQR NUHCB QKCBC VYYCN IVHSC UBMNK ILKNN ISVNY VHOKN BMNKI TVZSN KHHIP KPPNV EVHSC TQOKN FTKCK NQIUD PUVHS LKNNI QBOKM QBCTQ OKNCT NUDST CTQKV NOUHP VCVUH QNKHP VBRYI VHSTV STKLU EQCTQ SNUDH PBKRQ LKNNI FUFCT QCQHB VUHYQ EQYUD CTQNQ VBDHL QYVQE KLYQL KNNIB QQBCT KCBCU NZOYU DPBKN QSKCT QNVHS KHPTQ OKHBQ QNKVH OYUDP BZUEV HSVHC UCTVB PVNQO CVUHV SUCCK SQCTU ZQOKH CRYIV HNKVH OKHCR YIVHN KVHKN KVHPN UMTVC BLKNN IKHPU HQURT VBFVH SBVBP KZKSQ POKHC RYIVH NKVHK BQOUH PNKVH PNUMT VCBLK NNIKS KVHKH PTQBM VNKYB PUFHF KNPBZ KIPKI ZKIPK ILQQS UVHSP UFHFF MYKHQ BUDHP QRRQO CBKNQ MYKIQ PKBTQ MYDZZ QCBKH PTQON KBTYK HPBUH KMYKH CVHBV PQKHK MKNCZ QHCHQ KNCTQ FVHPU FEKHQ BBKLY UUZQX QHOUD YPIUD OYUBQ CTQFV HPUFM YQKBQ XQHTQ IOTQO XUDCZ IHQFN QBDZQ VZKPQ VCVHC UKRUY PUDCL NUOTD NQIUD BQQRU YPBLN UOTDN QNQBD ZQUDC RUYPB UDCXQ HOYUB QBCTQ FVHPU FCNKM MVHSL KNNIV HBVPQ LKNNI UTHUZ UNQTD ZKHBV PUHCH QQPCT VBLKN NICNV QBCUR YIKFK ILDCB ZKBTQ BVHCU CTQFV HPUFK HPRKY YBKSK VHFTK CFKBC TKCLK NNIXQ QMBCN IVHSC URYIU DCCTQ FVHPU FLDCT QXQQM BLQVH SXHUO XQPLK OXLQO KDBQC TQFVH PUFVB OYUBQ PZKIL QCTVB CVZQC TVBCV ZQCTV BCVZQ CTVBC VZQCT VBCVZ QCTVB PNKMQ BLKNN ICKMB CTQSY KBBTQ PUQBH CDHPQ NBCKH PFTKC VCVBC TKCVB PVKLU YVOKY XQHVC BRKHC KBCVO VCBSU CKYYZ IBMQO VKYBX VYYBQ EQHZI CUMCQ HRKEU NVCQZ UEVQB KHPIF TKCBH DZLQN UHQBC KNFKN BXQHH KTVPU HCSUR UNCTK CXQHZ KXQBR VHSQN SDHBK HPZKX QBMQF MQFMQ FBUDH PBKHP CTQHB CUMBX VHPUR BCDRR LKNNI HUFUH PQNFQ BTUDY PHCCK YXCUC TQZCT QINQU DCURC TQVNZ VHPBX QHFTQ HVYQK EQKWU LVHCQ NEVQF CTQIN QRYKL LQNSK BCQPO KHCLQ YVQEQ FTKCV BKILK NNIYU UXVHS KCCTQ YVSTC UHCTQ OQVYV HSCTQ NQBCT QBDHZ KILQC TKCBK FKIUD CBCKN CBRYI VHSCU FKNPB CTQYV STCLD YLVPU HCNQZ QZLQN CTQBD HTKEV HSKLV SUHVC LKNNI TVCBC TQYVS TCLDY LKHPR KYYBV HCUCT QPVMU HCTQC KLYQC TKCCT QTDZK HBKNQ BVCCV HSKCX QHVMN QPVOC QPSYU LKYFK NZVHS VOUDY PRQQY VCSQC CVHST UCCQN KCRVN BCVCT UDSTC VCFKB WDBCZ QKHPI PVMBK OTVMV HCUCT QLUFY KHPBO UUMBD MBUZQ PVMFV CTLKN NIUHV CKHPV BKLUD CCUMD CVCVH TVBZU DCTFK VCBCU MLQQK HPIPN UMBCT QOTVM FVCTL KNNIV HRQKN KHPLK OXBKF KIKYY CTQTD ZKHBR NQKXU DCBCK HPLKO XCTQB QKNQF VHCQN LUUCB XQHTK BFVHC QNLUU CBUHT VBTKH PBKHP TQVBK LUDCC UBZKB TCTQL QQLDC EKHQB BKBKE QBTVZ YKBCB QOUHP EKHQB BKFKV CPUHC XVYYT VZEKH QBBKM DCBLK NNIVH KSYKB BCUMN UCQOC TVZXQ HIUDX HUFVZ KYYQN SVOCU CTQZC TVBCT VHSOU DYPXV YYZQE KHQBB KFTIP UQBTV BYVRQ TKEQY QBBEK YDQCT KHIUD NBXQH FTIPU QBTVB YVRQT KEQKH IYQBB EKYDQ CTKHZ VHQVB CTKCI UDNBC KCQZQ HCEKH QBBKV ZWDBC BKIVH SKYYY VRQTK BEKYD QIUDP UHCXH UFFTK CTQBO KMKLY QURRQ QYVHS EKHQB BKMVO XBDMX QHBLN UOTDN QKHPM DCBVC DHPQN CTQSY KBBBU BTQOK HOKNN ILKNN ILKOX CUCTQ FVHPU FLKNN IYUUX BKCEK HQBBK VHKZK JQZQH CXQHZ ILNUO TDNQE KHQBB KCTQN QIUDS UYVCC YQSDI EKHQB BKUMQ HBCTQ FVHPU FKHPY QCBLK NNIUD CLDCL KNNIB CKIBL KOXKH PVBBC VYYBT UOXQP CTKCK TDZKH BKEQP TVBYV RQXQH VZHUC BOKNQ PURTV ZVCBK HKYYQ NSVOC TVHSE KHQBB KMDCC TKCUH IUDNN QBDZQ LNUOT DNQXQ HZIFT UYQRK OQOUD YPMDR RDMKH PIZKX QVCUH QURIU DNBMQ OVKYB XVYYB XQHXH UOXVH SBUZQ UHQUD CVBKY BUKBM QOVKY BXVYY XQHFK YXBCU CTQPU UNNVS TCLIQ EKHQB BKCTK HXBEK HQBBK HQGCF QQXIU SDNCH VSTCE KHQBB KBDNQ XQHIU DXHUF FTKCQ EQNEK HQBBK CNVQB CUOYU BQPUU NXQHI UDOUD YPMDC OKNUL OTVMB UHCTQ NQEKH QBBKL IQOYU BQBPU UNLDC XQHUM QHBVC KSKVH XQHBD MMUBQ PCULQ YQBBO KYUNV QBEKH QBBKL IQOYU BQBPU UNRKB CRUNF KNPCU CTQHQ GCPKI LKNNI VBBCV YYVHB VPQCT QTUDB QTQRY VQBVH CUCTQ XVCOT QHFTQ NQEKH QBBKV BPUVH SPVBT QBLKN NICKY XVHSC UTVZB QYRVS UCCKB KIBUZ QCTVH SBTQB KEQPZ IYVRQ VSUCC KBKIB UZQCT VHSKY YNVST CTQNQ VCSUQ BCDNH BLKOX HKTFT KCFUD YPVBK IVOUD YPNQK YYISQ CVHCN UDLYQ VCBKL QQYKF IUDNQ HUCBD MMUBQ PCUCK YXCUK TDZKH VOKHC LQYVQ EQVZP UVHSC TVBVE QSUCC ULKNN IPVBS DVBQB TVZBQ YRKBK OTKNK OCQNU HKRUU POKHK BEKHQ BBKFK YXBLI KSKVH UTVOK HCPUV COUZQ UHHUI QBHUP UVCVO KHCTU FBTUD YPVBC KNCVC LKNNI BCNVX QBKMU BQKHP FVSSY QBTVB QIQLN UFBIU DYVXQ WKJJH UCTKC BHUSU UPEKH QBBKV BKLUD CCUFK YXMKB CLKNN ITQNQ BTQOU ZQBBM QKXIU DRUUY TVEKH QBBKS KBMBK HPPNU MBCTQ PVBTQ BVHRN VSTCK HPHUC VOQBL KNNIU HCTQO UDHCQ NVZBU NNIEK HQBBK IUDNQ CKYXV HSLKN NIIQB VXHUF EKHQB BKMUV HCVHS KCLKN NIIUD NQCKY XVHSL KNNIV ZBUBU NNIEK HQBBK HUVCB UXVCB RVHQV XHUFV ZPNQK ZVHSL DCVPU HCNQO KYYSU VHSCU LQPLK NNIFQ YYVZB DNQCT VBVBE QNIPV BOUHO QNCVH SEKHQ BBKCT VBVBK LVCUR KBDNM NVBQC UZQVZ QKHIU DNQKL QQLKN NIVKZ KHPVZ HUCBD MMUBQ PCULQ PUVHS CTVBM UVHCV HSCUC TQYVE VHSNU UZFTQ NQXQH CNVQP CUXVY YTVZY KBCHV STCLD CCTQI FQNQK YYCNI VHSCU XVYYZ QKHPV RVCFK BHCRU NIUDV TKPCU CTKHX IUDVC BWDBC TUFVF KBNKV BQPEK HQBBK BCKLB TQNTK HPFVC TKRUN XCUCQ BCFTQ CTQNB TQBPN QKZVH SUNHU CCTKC FKBKY VCCYQ FQVNP EKHQB BKVZC KYXVH SFVCT KLQQL KNNII QKTEK HQBBK VZCKY XVHSC UKLQQ KHPCT QLQQV BCKYX VHSCU ZQLKN NIVWD BCFKH CCUBK IVZSN KCQRD YVYYY QKEQH UFLKN NICDN HBCUY QKEQE KHQBB KFKVC TUFPV PIUDY QKNHC UPUCT KCLKN NIRYI VHSLK OXFTK CEKHQ BBKCT QCKYX VHSCT VHSLK NNIBK ZQFKI IUDPV PVSDQ BBZKZ KPKPK TUHQI IUDMV OXVCD MEKHQ BBKCT KCBEQ NIRDH HILKN NIIQK TLQQB KNQRD HHIVR FQPVP HCYKD STFQP ONIFV CTFTK CFQTK EQCUP QKYFV CTKHI FKIEK HQBBK OKHVS QCIUD BUZQC TVHSL KNNIY VXQFT KCEKH QBBKV PUHCX HUFVZ QKHVP UHCXH UFOUR RQQLK NNIVP UHCFK HCCUM DCIUD UDCEK HQBBK VCBHU CNUDL YQVCC KXQBC FUZVH DCQBV CBWDB COURR QQLKN NIVTK CQCUV ZMUBQ EKHQB BKBCK NCBZK XVHSO URRQQ EKHQB BKPUH CLQNV PVODY UDBLK NNIKO CDKYY IVFUD YPYUE QKODM EKHQB BKTQI IUDFK HCNDZ OKXQL KNNIV BTUDY PHCEK HQBBK TKEQB UZQLK NNIHU VOKHC EKHQB BKOUZ QUHLK NNIVZ CNIVH SCUYU BQKOU DMYQZ VONUS NKZBE KHQBB KFTQN QLKNN ICTQB QBCNV MQBPU HCTQY MEKHQ BBKIU DYUUX SNQKC LKNNI VPUHC XHUFV RIUDX HUFKH ICTVH SKLUD CRKBT VUHKN QIUDK YYNVS TCEKH QBBKM UDNVH SOURR QQUHC TQRYU UNKHP ZVBBV HSCTQ ODMOU ZMYQC QYIHU RYKBT RUNFK NPVHC VZQLK NNIKH PEKHQ BBKKN QBVCC VHSCU SQCTQ NKCKC KLYQU HCUMU RCTQK MKNCZ QHCLD VYPVH SPNVH XVHSO URRQQ LKNNI TQBZK XVHSC TQCVQ VHCTQ OKLKB CTQIN QRYIV HSDMZ KPVBU HTQRV HKYYI SQCBC TQNQT QNDHB DMCTQ BCQMB VHCUC TQOTD NOTCT QFQPP VHSVB UHKHP TQBKI BFKCQ NZQYU HVCTU DSTCI UDBKV PSDKC QZKYK HFTIF UDYPV ZKNNI KFKCQ NZQYU HLKNN IYKDS TBLDC EKHQB BKYUU XBOUH RDBQP EKHQB BKVBC TKCKL QQWUX QLKNN ICTKC BCTQX VHPUR BCDRR FQPUE KHQBB KIQKT PVRRQ NQHCB UFTKC KNQIU DSUHH KPULK NNILK NNIBC KHPBU HCUMU RKBDS KNODL QRYUK CVHSV HTVBO URRQQ KHPMK PPYQB VCKNU DHPFV CTKBC NKFYV XQVCB KSUHP UYKLK NNIKL UDCFU NXVPU HCXHU FVFKH CCUPU ZIMKN CRUNC TQTVE QLDCV OKHCP UVCCT QFKIC TQIFK HCEKH QBBKV XHUFT UFIUD RQQYL KNNII UDPUE KHQBB KBDNQ ZIMKN QHCBF KHCQP ZQCUL QKYKF IQNUN KPUOC UNLDC VFKHC QPCUL QKRYU NVBCL KNNIN QKYYI EKHQB BKZIU HYIVH CQNQB CVBRY UFQNB LKNNI UDNHQ FADQQ HFKBW DBCQY QOCQP FVCTC TKCBK ZQOKZ MKVSH BYUSK HKHIF KIVRI UDYUU XLKNN IMUVH CBCUK CNQQV HCTQZ VPPYQ UROQH CNKYM KNXCT QNQBZ ITVEQ NVSTC CTQNQ BQQVC EKHQB BKIUD NQVHB TQQMZ QKPUF LKNNI IQBVZ NVSTC URRCT QCDNC YQMUH PEKHQ BBKHU FKIVX HUFCT KCKNQ KVYUB CKCUQ NVHSC TQNQU HOQLK NNIFT IPUSV NYBMD CNVHS BUHCT QVNCU QBEKH QBBKF TIHUC LKNNI VCBYV XQMDC CVHSK TKCUH IUDNX HQQEK HQBBK ZKILQ VYYCN ICTKC KODBC UPVKH VHBCK YYVHS KYVST CLDYL YUUXB UEQNK CCTQZ LDCCU TVBMQ NBMQO CVEQV CYUUX BYVXQ EKHQB BKVBC KYXVH SCUKO DMURO URRQQ UHCTQ CKLYQ ODBCU PVKHI UDKYY NVSTC ZKKZE KHQBB KUTIQ KTRVH QWDBC TKEVH SCFUO DMBUR OURRQ QLKNN IKHIF KICTV BTKBL QQHSN QKCCT KHXBR UNCTQ OURRQ QEKHQ BBKIQ KTVCB HUCNU DLYQL KNNIB UNNIV OUDYP HCRVH VBTVC VRVPV PVPLQ DMCTQ NQBCU RZIYV RQLKN NIMUV HCBCU FKNPB CTQND ZOKXQ OKHVC KXQKM VQOQU RCTVB FVCTZ QEKHQ BBKBD NQTQN QTKEQ KONDZ LEKHQ BBKTK HPBLK NNIKO NDZLL DCVCV BBCVY YMNQC CILVS RUNLK NNILK NNICT KHXBE KHQBB KIQKT LKNNI KYYNV STCFQ YYCTQ HVSDQ BBVYY BQQIU DKNUD HPUNH UCEKH QBBKU XLKNN ILKNN IKHPC TKHXI UDBUZ DOTKS KVHRU NLQRU NQEKH QBBKU TCTKC CTKCF KBHUC TVHSL KNNIF QYYHU CHUCT VHSLD CKHIF KIEKH QBBKK HPLKN NITUY PTKHP BLDCE KHQBB KTKBC UTUYP UDCKR VHSQN LQOKD BQTQN TKHPB VBCUL VSKHP LKNNI TUYPB CTKCC TQODB CUPVK HYUUX BUEQN KSKVH KHPVC KMMQK NBEKH QBBKV BYKDS TVHSK CTQNO URRQQ KSKVH CTQYV STCLD YLCTK CTQFK BBONQ FVHSV HBMKN XBKHP TQRKY YBURR CTQYK PPQNR KBCRU NFKNP VHCVZ QKHPF QBQQC FULQQ BOVQH CVBCB CQBCV HSUDC KMKNK OTDCQ VHKTU HQGFV HPCDH HQYLQ QBOVQ HCVBC CTVBO KHCMU BBVLY IFUNX LQQBO VQHCV BCTQB KYYBQ CCUSU FQZKI KBFQY YCNIV CUXPK EQMDY YCTQO TDCQP KEQMD YYBCT QOTDC QKHPC TQFVH PBYKZ BTVZK SKVHB CCTQF KYYKH PTQRK YYBUH TVBRK OQCTQ OKZQN KMKHB UEQNK HPFQB QQLKN NIKHP KPKZF KYXVH SCUSQ CTQNK PKZBU DHPBK ZKJVH SLKNN IVCFK BKZKJ VHSVC FKBCT QBOKN VQBCT KMMVQ BCZUZ QHCUR ZIYVR QKPKZ TDZKH BVOKH CLQYV QEQIU DFQNQ FVCTT DZKHB SVKHC BOKNI TDZKH BFTKC FQNQC TQIYV XQLKN NITDS QKHPO NKJIC TQICK YXONK JICTQ IQKCO NKJIS VKHCC TVHSB CTQIP NVEQO NKJIK PKZPU CTQIC NIKHP XVYYI UDYVX QUHCE LKNNI BUZQU RCTQZ LDCBU ZQURC TQZPU HCKPK ZTUFP IUDSQ CLKOX LKNNI MUUPY QKPKZ IUDPV PVCKH PVZSY KPIUD BKFFT KCQEQ NIUDF KHCQP CUBQQ IUDTK PIUDN QGMQN VQHOQ HUFIU DOKHM VOXUD CIUDN WULKH PLQHU NZKYL KNNIF QYYKP KZFQY YLKNN IFQYY VZQCB UZQUH QKPKZ IUDPV PFKBB TQLQQ VBTKF KBMIU DNMKN QHCBF VYYXV YYIUD LKNNI HUHUH UHUCK FKBMK PKZBM VPQNL KNNIV ZHUCK CCNKO CQPCU BMVPQ NBVXH UFRUN QEQNI UHQQY BQVCB CTQTU CCQBC CTVHS FVCTC TQQVS TCYQS BKHPK YYVOK HCSQC LICTK CRKOQ KPKZB UFTUV BBTQL KNNIB TQBTD ZKHKP KZHUH UCTKC BKLQQ YKFIU DFUDY PHCLN QKXKL QQYKF LKNNI TQNHK ZQBEK HQBBK KPKZM DCBTV BTQKP VHTVB TKHPB KPKZU TLUIL KNNIB TQBBU HVOQK HPBTQ BKRYU NVBCK PKZUT HUIUD NQPKC VHSKT DZKHR YUNVB CLKNN IFQNQ HUCPK CVHSK PKZIU DNQRY IVHSU DCBVP QCTQT VEQCK YXVHS CUTDZ KHBCT KCKCC KOXUD NTUZQ BFVCT MUFQN FKBTQ NBKHP ZBCTK CBUHQ QVSTC TKBCV OXURP IHKZV CQLKN NIBTQ BKEQP ZIYVR QKHPB TQDHP QNBCK HPBZQ KPKZC TVBVB UEQNL KNNIQ KCCTV BLKNN ISVEQ BKPKZ KMVQO QURCT QONDZ LCTKC TQSUC RNUZE KHQBB KKPKZ QKCBV CKPKZ KPKZB CUHQO TKHSQ BCTVB VBHUC UEQNF TKCFK BCTKC LKNNI CTQIO KYYVC KONDZ LKPKZ VCFKB BUBCV HSVHB CNVMQ ILKNN IKHPC TKCBH UCFTK CCTQI QKCCT KCBFT KCRKY YBURR FTKCC TQIQK CIUDX HUFFT KCKOV HHKLU HVBKP KZHUK PKZUM QHBKP UUNLQ TVHPT VZKHP TQMDY YBLKN NIVHL KNNIV CBLNQ KPKHP OVHHK ZUHKH PRNUB CVHSK PKZLQ ADVQC LKNNI CTQIT QKCVC DMKPK ZBVCP UFHKP KZRUN OQBLK NNICU BVCPU FHLKN NIBCV YYNKZ LYVHS KLUDC OVHHK LUHBN QKYYI TUCKP KZSNK LBLKN NILIC TQBTU DYPQN BKPKZ YVBCQ HCUZQ FQKNQ HUCCT QZFQN QDBCT QNQBD BKHPC TQNQB CTQZL KNNII QBLDC FTUOK HPQHI CTQTQ KNCCT KCVBI QKNHV HSKPK ZCTQN QBHUI QKNHV HSBCU MIQKN HVHSY VBCQH CUZQI UDTKE QSUCC UBCKN CCTVH XVHSL QQZIR NVQHP CTVHX VHSLQ QLKNN ICTVH XVHSL QQFUN XQNLQ QCTVH XVHSL QQFUN XQNLQ QBKHP KPKZC TVHXV HSLQQ CTVHX VHSLQ QCTVH XVHSL QQCTV HXVHS LQQRY KBTRU NFKNP VHCVZ QLKNN IVBYK IVHSU HKNKR CVHKM UUYRD YYURT UHQIT QVBFQ KNVHS BDHSY KBBQB WKHQC CTQNQ TQVBT QBVHC TQMUU YZKNC VHIUD XHUFF TKCIU DNMNU LYQZV BLKNN ILKNN IMDYY BPUFH TVBBD HSYKB BQBKH PTQYU UXBKH HUIQP LKNNI BKNOK BCVOV SUCCK BCKNC CTVHX VHSLQ QWKHQ CTUFZ DOTYU HSQNF VYYCT VBSUU HZKNC VHVCB LQQHC TNQQP KIBFT IKNQH CIUDF UNXVH SMDCB BDHSY KBBQB LKOXU HLKNN IVEQS UCKYU CURLV SYVRQ PQOVB VUHBC UCTVH XKLUD CZKNC VHFTK CYVRQ IUDTK EQHUY VRQIU DTKEQ HUWUL IUDNQ LKNQY IKLQQ WKHQC FUDYP VCXVY YIUDC UZKXQ KYVCC YQTUH QILKN NINUY YBURR CTQNK RCKHP BVHXB VHCUC TQTUH QIMUU YLKNN IOUZQ UDCIU DNRKC TQNBC KYXVH SCUIU DZKNC VHFUD YPIUD CKYXC UTVZZ KNCVH LKNNI VZCKY XVHSC UIUDL KNNIX QQMBB VHXVH SVHCU CTQTU HQIDH CVYTQ VBBDP PQHYI VHOQH CNKYM KNXTK EVHSK MVOHV OFVCT EKHQB BKLKN NITKB KODMU RTUHQ IKHPT QOYVH XBTVB SYKBB FVCTE KHQBB KBBDP PQHYI KZUBA DVCUY KHPBU HEKHQ BBKKH PBTQB YKMBV CXVYY VHSVC CTQIL UCTSK BMLDC CTQHL DNBCU DCYKD STVHS EKHQB BKIUD OUZVH SCTQO KZQNK MKHBU EQNKH PEKHQ BBKVB OYVZL VHSVH CUKBZ KYYIQ YYUFK VNMYK HQLKN NISUC QEQNI CTVHS EKHQB BKKYY BQCLK NNISU KTQKP VYYOK COTDM EKHQB BKYVR CBURR KHPRY VQBKT QKPEK HQBBK PUHCL QCUUY UHSLK NNIOK COTQB DMFVC TEKHQ BBKKH PTQBC VOXBU DCTVB KNZBY VXQKH KVNMY KHQTQ NUYYB RNUZB VPQCU BVPQK HPEKH QBBKO UMVQB TVZFV CTCTQ KVNMY KHQEK HQBBK FKCOT CTVBL KNNIB CKIBL KOXKH PFKCO TQBKB EKHQB BKPNK FBKTQ KNCVH CTQKV NDBVH SMVHX BZUXQ RNUZC TQMYK HQLDC UHCTQ YKBCY UUMCT QYUUM BTQBD PPQHY IONKB TQBVH CUKZU DHCKV HKHPC TQMYK HQQGM YUPQB CTQPQ BCNUI QPMYK HQRKY YBVHC UBUZQ NUOXB KHPQG MYUPQ BKBQO UHPCV ZQLKN NIEKH QBBKK BLKNN IVBIQ YYVHS TVBZU DCTRV YYBFV CTTUH QIKHP TQFKX QBDMP VBOUE QNVHS CTKCT QFKBW DBCPK IPNQK ZVHST QBYUF YIBVH XBLKO XVHCU CTQTU HQIMU UYZKN CVHFQ NQBCV YYTQN QWKHQ CVCUY PIUDH UCCUI QYYKC TVZTQ PUQBH CNQBM UHPCU IQYYV HSZKN CVHCT QHFTI IQYYK CZQWK HQCLQ OKDBQ IUDPU HCYVB CQHZK NCVHV ZHUCY VBCQH VHSCU CTVBL KNNIB UNNIV EQSUC CKSUZ KNCVH FTQNQ KNQIU DSUVH SLKNN IVZZQ QCVHS KRNVQ HPWKH QCKSV NYVBC TVBFT IIUDO KHCPQ OVPQL KNNIL IQLKN NIRYV QBUDC CTQPU UNKHP ZKNCV HBTKX QBTVB TQKPW KHQCV WDBCT UMQBT QBLQQ VBTRK BCRUN FKNPV HCVZQ KHPLK NNIVB BVCCV HSUHE KHQBB KBBTU DYPQN KHPBT QVBOY UBVHS DMTQN BTUML KNNIC TQITK EQKTD SQMKN KPQUR RYUFQ NBQEQ NIIQK NVHMK BKPQH KEKHQ BBKCU LQVHC TQCUD NHKZQ HCURN UBQBC TKCBQ EQNIR YUNVB CBPNQ KZDMU HKRYU KCBDN NUDHP QPLIR YUFQN BONUF PBOTQ QNVHS LKNNI KCUDN HKZQH CPUCT QNUBQ BOUZM QCQVH KCTYQ CVOQE QHCBE KHQBB KHUKY YNVST CVEQS UCUHQ TUFOU ZQIUD PUHCR YIQEQ NIFTQ NQLKN NIVCB QGTKD BCVHS FTIPU HCIUD NDHQE QNIFT QNQVC BRKBC QNEKH QBBKI QKTUX VBQQV BQQKY YNVST CIUDN CDNHL KNNIC VEUIU DOKHW DBCRN QQJQY VEQCE CTKCB VHBKH QEKHQ BBKIU DPUHC TKEQC TKCLK NNIFQ TKEQT VEULD CVCBK PVBQK BQVCB KTUNN VLYQT UNNVL YQPVB QKBQE KHQBB KUTZI KTDZK HFKYX BLIKH PLKNN IHKNN UFYIK EUVPB TVZMK BBQNL IPDZL LQQBE KHQBB KIUDZ DBCFK HCCUB CVHSK YYCTU BQWQN XBLKN NIFQC NIHUC CUBCV HSVCB DBDKY YIRKC KYRUN DBEKH QBBKB UIUDT KEQCU FKCOT IUDNC QZMQN CTQIF KYXVH CUKBC UNQLK NNIEQ NIOKN QRDYY IIUDX VOXKF KYYCK XQKFK YXFNV CQKHK HSNIY QCCQN KHPCT NUFVC UDCFU NXCTN UDSTV CYVXQ KHIQZ UCVUH KHSQN WQKYU DBIYD BCBDP PQHYI KHQZM YUIQQ TQOCU NTVCB LKNNI URRUR EKHQB BKBBT UDYPQ NTQOC UNCTV HXBTQ BBKEV HSEKH QBBKE KHQBB KCULK NNIUT ZISUU PHQBB KNQIU DUXLK NNIVB SQCCV HSDMU RRCTQ RYUUN LKNNI IQKTE KHQBB KCUTQ OCUNF TKCVB FNUHS FVCTI UDTQO CUNOU HRDBQ PVCBK LDSEK HQBBK TQBHU CLUCT QNVHS KHILU PISQC UDCUR TQNQI UDONQ QMEKH QBBKT VCBTQ OCUNK ONUBB CTQRK OQFVC TCTQZ KSKJV HQTQT KPKHP CTQHT VCBTV ZVHCT QTQKP TQOCU NLKOX BKFKI OUEQN VHSTV BTQKP LKNNI FTKCF KBCTK CKMVO HBKEQ OVNOD YKNEK HQBBK BQCBL KNNIL KOXUH TQNBT UDYPQ NEKHQ BBKIQ KTVCF KBTUF PVPIU DXHUF LKNNI VCRQY CYVXQ KLUDC MKSQB BQEQH CIRVE QVBMN QCCIZ DOTUD NYVZV CEKHQ BBKIU DEQNQ KYYIS UCCTK CPUFH CUKBO VQHOQ LKNNI UTFQT KEQCU VYUBC KOUDB VHCUV CKYVK HEUSD QEKHQ BBKVY YLQCL KNNIY UUXBC UTVBN VSTCK HPHUC VOQBC TQNQV BTUHQ IRUNB KYQVH CTQKV BYQLK NNIFT KCVHC TQHKZ QURZV STCIT QNODY QBVBC TVBLK NNIYU UXBKC KYYCT QLNKH PBURT UHQIB TUOXQ PTUFP VPCTV BSQCT QNQOD CQLQQ SUYPQ HLYUB BUZNK IYVUC CKMNV EKCQB QYQOC LKNNI MDCBT VBTKH PBDMK HPBYU FYICD NHBKN UDHPK YUUXU RPVBS DBCUH TVBRK OQEKH QBBKV BTQCT KCKOC UNLKN NIVHQ EQNTQ KNPUR TVZFT IVBCT VBTQN QEKHQ BBKRU NMQUM YQFQQ KCVCL KNNII UDPUH CTKEQ QHUDS TRUUP URIUD NUFHT QOCUN YUUXB LKOXK HPHUC VOQBC TKCEK HQBBK VBCKY XVHSC ULKNN IEKHQ BBKFQ YYIQB LKNNI TUFPU IUDSQ CVCEK HQBBK LQQBZ KXQVC LKNNI VXHUF FTUZK XQBVC KHPVC BTKNP CUZKX QVCCT QNQBT QKCVH SOUUY VHSBC VNNVH SIUDH QQPKF TUYQX NQYZK HCTVH SEKHQ BBKVC BUNSK HVOLK NNIVC BUDNS KHVOE KHQBB KVCBW DBCTU HQILK NNILK NNIWD BCFTK CLQQB PUHCX HUFKL UDCCT VBCTV BVBBC QKYVH SKYUC URBCQ KYVHS IUDEQ CKXQH UDNTU ZQBBO TUUYB TUBMV CKYBC TVBVB KYYFQ TKEQK HPVCB UHBKY QVZSQ CCVHS CUCTQ LUCCU ZURCT VBVZS QCCVH SCUCT QLUCC UZURK YYURC TVBRY KBTRU NFKNP VHCVZ QLKNN IMKVH CBTVB RKOQF VCTLY KOXBC NVXQB YVXQK BUYPV QNKHP BHQKX BVHCU CTQBC UNKSQ BQOCV UHURC TQBCU NQCFU ZQHVH OYDPV HSTQO CUNKN QYUKP VHSLU GQBVH CUBUZ QCNDO XBBDM QNZKN XQCQZ MYUIQ QTQIT QOCUN IUDKY ZUBCP UHQTQ OCUNK YZUBC LKNNI CKXQB KBCQM CUMQK XKNUD HPCTQ OUNHQ NFTVB MQNVH STQVB TQNQV BQHBQ VCFQY YVSDQ BBVYY SUTUZ QHUFT QOCUN MNQCQ HPBCU FKYXK FKILI FKYXV HSVHM YKOQK HPBMQ KXVHS YUDPY IKHPW DBCYQ KEQCT VBHVO QTUHQ IUDCF VCTHU UHQKN UDHPL KNNII UDNQL DBCQP LUGLU ITQOC UNVXH QFVTQ KNPBU ZQCTV HSBUI UDOKH CKYXL KNNIV OKHCK YXKHP HUFIU DYYBC KNCCK YXVHS FTQNQ IUDSQ CCVHS CTQBF QQCBC DRRFT UBIUD NBDMM YVQNT QOCUN VPUHC DHPQN BCKHP VCTUD STCFQ FQNQR NVQHP BCTQY KBCCT VHSFQ FKHCC UPUVB DMBQC LQQBT QOCUN CKXQB KCTDZ LCKOX UDCUR CTQLU KNPLQ TVHPT VZKHP BFUNP RVSTC BLKNN ILKNN IVBDB VHSTV BBCVH SQNYV XQKBF UNPIU DNQCU UYKCQ VCBUD NBHUF LKNNI IUDBV NTKEQ ONUBB QPCTQ FNUHS BFUNP TQOCU NIUDB VNFVY YLQYD HOTRU NZIVS DKHKV SHKOV ULKNN ITVCB CTQCT DZLCK OXUDC URTQO CUNBT KHPKH PTQOC UNBDN NQHPQ NBLKN NIFTQ NQVBC TQTUH QIOUZ VHSRN UZCQY YZQFT QNQTQ OCUNM UVHCV HSCUY QKEVH SCNDO XTUHQ IRKNZ BVCOU ZQBRN UZTUH QIRKN ZBLKN NIOTK BQBKR CQNCT QCNDO XLDCV CVBSQ CCVHS KFKIT QRYVQ BUHCU KLVOI OYVBC BLKOX MKOXK HPTQO KCOTQ BDMCU CTQCN DOXOK NPNVE QNCUL VOIOY VBCON KJIMQ NBUHL KNNIR YVQBU RRKHP YKHPB UHCTQ FVHPB TVQYP URCTQ TUHQI RKNZB CNDOX LKNNI YUUXB KNUDH PKHPB QQBPQ KPLDS BBMYK CCQNQ PQEQN IFTQN QLKNN IFTKC TUNNV LYQCT VHSTK BTKMM QHQPT QNQCT QBQRK OQBCT QIHQE QNXHQ FFTKC TVCCT QZKHP HUFCT QINQU HCTQN UKPCU HUFTQ NQLKN NITQK NBKBD PPQHF TVBMQ NLKNN IYUUX BDMKH PBQQB ZUUBQ LYUUP KZUBA DVCUM YKIVH SPQKP ZUUBQ LYUUP WDBCX QQMBC VYYLK NNIFT KCIUD NQHUC PQKPZ UUBQL YUUPP UVYUU XPQKP CTQIF VYYFV MQKHI CTVHS CTKCZ UEQBF TQNQI UDTQK PQPLK NNICU TUHQI RKNZB VKZUH CUBUZ QCTVH STDSQ TQNQZ UUBQL YUUPV ZSUVH SCUKY KBXKZ UUBQL YUUPO NKJIB CDRRL YUFBI UDNTQ KPURR KHUCT QNLDS MYKIV HSPQK PVZSU VHSCU CKOUZ KLKNN IYUUX BKCKH UCTQN LDSLK NNIKH PIUDZ UUBQL YUUPT QNQKY YIVBP QKPLK NNIKY YNVST CKHUC TQNLD STVCB CTQFV HPBTV QYPKH PCTQP NVEQN BHUCV OQCTQ IKOCV EKCQC TQFVH PBTVQ YPFVM QNBZU UBQLY UUPDT UTCTQ FVHPB TVQYP FVMQN BKNQB YUFYI BYVPV HSUEQ NCTQP QKPLD SBKHP FVMVH SCTQZ URRLK NNIFT KCVBC TKCZU UBQLY UUPUT HUKFV MQNCN VMYQL YKPQL KNNIC NVMYQ LYKPQ ZUUBQ LYUUP WDZMU HVCBI UDNUH YIOTK HOQLQ QZUUB QLYUU PKHPL KNNIS NKLUH CUCTQ FVMQN KHPCT QITUY PUHKB VCFVM QBCTQ FVHPB TVQYP FTIPU QBQEQ NICTV HSTKE QCULQ BUPUS SUHQO YQKHT UFZDO TPUIU DMQUM YQHQQ PCUBQ QLKHS BUHFV HPBTV QYPUM QHIUD NQIQB BCVOX IUDNT QKPUD CCTQF VHPUF NKPVU VHCND OXRNU ZHMNH QFBVH FKBTV HSCUH VZOKN YXKBQ YYZUU BQLYU UPLDC PUHCX VYYHU ZUNQL DSBZU UBQLY UUPKH PLKNN IKNQF KBTQP URRLI CTQFV MNRYD VPZUU BQLYU UPLQQ LKNNI ZUUBQ LYUUP SDILK NNIBC KNCBB ONQKZ VHSKB TQTKH SBUHC UCTQK HCQHH KBDPP QHYIV CVBNQ EQKYQ PCTKC KFKCQ NLDSV BKYBU TKHSV HSUHC TQKHC QHHKC TQNQV BKMKD BQKHP CTQHL KNNIK HPCTQ FKCQN LDSLU CTBCK NCBON QKZVH SCNDO XPNVE QNIUD TQKNB UZQCT VHSSD IVHCN DOXYV XQFTK CCNDO XPNVE QNYVX QCVHI BONQK ZVHSS DIVHC NDOXC DNHUR RCTQN KPVUC TQKHC QHHKB CKNCB CUYUF QNDHC VYVCS QCBCU YUFKH PBVHX BVHCU CTQCN DOXCT QFKCQ NLDSR YVQBU RRKHP LKNNI VBRUN OQPCU YQCSU KHPTQ VBLYU FHKFK ITQYD OXVYI YKHPB VHBVP QKTUN HUHCU MURCT QCNDO XFTQN QTQRV HPBZU UBQLY UUPFT UFKBL YUFHV HCUCT QBKZQ MYKOQ ZUUBQ LYUUP FTKBB DMLQQ LUILK NNITQ ILYUU PRKBC RUNFK NPVHC VZQKH PFQBQ QCTKC LKNNI VBPQQ MVHOU HEQNB KCVUH FVCTZ UUBQL YUUPC TQITK EQLQQ HBVCC VHSVH CTVBC NDOXR UNKFT VYQLK NNIWD BCKNU FURTU HQIWK NBKBR KNKBC TQQIQ OUDYP BQQZU UBQLY UUPFU FLKNN IVKBB DZQFT QNQEQ NCTVB CNDOX SUQBV BFTQN QCTQI NQSQC CVHSV CVZQK HCTKC TUHQI BUDNB ZUUBQ LYUUP LQQBT KHSCV STCLK NNIFQ NQKYY WKZZQ PVHVC BKOYU BQOUZ ZDHVC IZUUB QLYUU PHUCD BZKHF QUHUD NUFHQ EQNIZ UBADV CUUHT VBUFH LKNNI FTKCV RIUDS QCVHC NUDLY QZUUB QLYUU PIUDK ZUBAD VCUIU DVHCN UDLYQ HULUP IYVXQ BDBCT QIWDB CBZKO XBQQK ZUBAD VCUBZ KOXBZ KOXLK NNIKC YQKBC IUDNQ UDCVH CTQFU NYPIU DZDBC ZQQCS VNYBZ UUBQL YUUPZ UBADV CUSVN YBCNI CUCNK PQDMS QCFVC TKZUC TPNKS UHRYI ZUBAD VCUSV NYPUH CFKHC HUZUB ADVCU KHKZL DYKHO QMKBB QBLIK HPVCT KBKLY UUPPU HKCVU HBVSH UHVCI UDSUC CULQX VPPVH SZQZU UBQLY UUPBK LUDCC UYQKE QCTQL DVYPV HSBUY UHSLQ QZUUB QLYUU PYQKE QBKHP RYVQB UHCUC TQFVH PUFUR CTQKZ LDYKH OQFTQ NQCTQ NQKNQ UCTQN ZUBAD VCUBT KHSVH SUDCT QISDI BUCTQ NZUBA DVCUZ UUBQL YUUPZ UUBQL YUUPV XHQFV POKCO TIKYY PUFHT QNQPV PIUDL NVHSI UDNON KJIBC NKFCT QCNDO XSUQB UDCUR EVQFK HPLKN NIHUC VOQBC TKCCT QCNDO XTQBU HVBMD YYVHS VHCUK OKZMU RBUZQ BUNCC NDOXP NVEQN FQCTN UFVCV HWKNB BYKMK YKLQY UHVCK HPVCB MNQCC IZDOT MDNQM NURVC LKNNI RYVQB UDCLK NNIFT KCVBC TVBMY KOQLQ QXQQM QNKLQ QBSUC KLNKV HCTQB VJQUR KMVHT QKPLQ QXQQM QNCTQ IKNQM VHTQK PBMVH TQKPO TQOXU DCCTQ HQFBZ UXQNL QQXQQ MQNUT BFQQC CTKCB CTQUH QIUDF KHCCT QCTUZ KBLKN NIBZU XQNLQ QXQQM QNHVH QCIMD RRBKZ VHDCQ BQZVK DCUZK CVOCF VOQCT QHVOU CVHQK YYCTQ CKNKO UDMYQ LNQKC TBURC TVBXH UOXBC TQZNV STCUD CLQQX QQMQN CTQIZ KXQCT QTUHQ IKHPF QZKXQ CTQZU HQILK NNICT QIZKX QCTQT UHQIK HPFQZ KXQCT QZUHQ ICTQL QQXQQ MQNBM NKIBT DHPNQ PBURO TQKMZ VHVKC DNQKM KNCZQ HCBFV CTCTQ BZUXQ NCTQL QQBKN QRKVH CVHSU NMKBB VHSUD CUTZI FTKCB SUVHS UHKNQ IUDUX LKNNI RYVQB VHCUU HQURC TQKMK NCZQH CKHPT QYMBK LQQOU DMYQS QCURR CTQSN UDHPC TQIKN QOUDS TVHSK HPVCB TKNPR UNCTQ ZCUBC KHPLQ QVHKM KNCZQ HCIQK TVCPU QBHCY KBCCU UYUHS LKNNI PUIUD XHUFI UDNQV HKRKX QTVEQ FVCTR KXQFK YYBLQ QVHKM MKNCZ QHCUD NADQQ HFKBZ UEQPT QNQFQ TKPHU OTUVO QCTQK MKNCZ QHCNU UZVBO UZMYQ CQYIQ ZMCIQ GOQMC RUNKM TUCUU HCTQF KYYUR CTQAD QQHFT UVBUL EVUDB YIKZK HVHFU ZQHBO YUCTQ BLKNN ICTVB VBIUD NADQQ HCTKC BKZKH VHFUZ QHBOY UCTQB CTKCB KPNKS ADQQH FTKCV BCTVB LKNNI RYVQB UDCKH PTQPV BOUEQ NBCTK CCTQN QKNQT DHPNQ PBURC TQBQB CNDOC DNQBQ KOTTU DBVHS CTUDB KHPBU RLQQB UTHUC TQNQB TDHPN QPBUR CTQZL KNNIC KXQBU DCTVB OKZQN KKHPC KXQBM VOCDN QBURC TQBQL QQFUN XOKZM BCTQL QQXQQ MQNBY UUXEQ NIQEV YVHCT QBQPQ MVOCV UHBLQ QTUHQ IUDNT UHQIV BLQVH SLNKJ QHYIB CUYQH UHKZK BBVEQ BOKYQ CTVBV BFUNB QCTKH KHICT VHSLQ KNBTK EQPUH QVVHC QHPCU PUBUZ QCTVH SRYKB TRUNF KNPVH CVZQK HPLKN NIVBB TUFVH SCTQB QMVOC DNQBC UTVBM KNQHC BWKHQ CUTLK NNIBC UMZKN CVHFT UCUYP IUDTD ZKHBK NQCKX VHSUD NTUHQ ICTKC BKNDZ UNLKN NIPUC TQBQY UUXYV XQNDZ UNBTU YPBDM CTQMV OCDNQ BDHOY QOKNY CTKCB KOUHB MVNKO ICTQU NICTQ BQKNQ ULEVU DBYIP UOCUN QPMTU CUBWK HQCTU FPVPI UDSQC ZVGQP DMVHC TVBKP KZTQB LQQHC KYXVH SCUTD ZKHBW KHQCF TKCZK NCVHC KYXVH SCUTD ZKHBK PKZTQ TKBKT DZKHS VNYRN VQHPK HPCTQ IZKXQ UDCWK HQCZK XQUDC LKNNI LKNNI FQPUH UCKPK ZIUDF VBTIU DOUDY PZKNC VHFTU BQBVP QKNQI UDUHL KNNIC TQLQQ BDHOY QOKNY TQTKB LQQHB VCCVH SVHCT QLKOX URCTQ NUUZC TVBQH CVNQC VZQVP KCQPK ONVOX QCUHO QVHBK HKHCU HVUCT UBQON KJIYQ SBXQM CZQDM KYYHV STCWK HQCLK NNICT VBVBF TKCIU DFKHC CUPUF VCTIU DNYVR QLKNN IVFKH CCUPU VCRUN KYYUD NYVEQ BHULU PIFUN XBTKN PQNCT KHLQQ BPKPV NQZQZ LQNIU DOUZV HSTUZ QBUUE QNFUN XQPIU DNTKH PBFQN QBCVY YBCVN NVHSI UDOUD YPHCB CUMWK HQCVN QZQZL QNCTK CLKNN IFTKC NVSTC PUCTQ ITKEQ CUUDN TUHQI FQYVE QUHCF UODMB KIQKN CTQIM DCVCV HYVML KYZRU NHUNQ KBUHF TKCBU QEQNK PKZQE QHVRV CBCND QFTKC OKHUH QLQQP ULKNN IBCVH SCTQZ FTQNQ VCNQK YYITD NCBZK NCVHV HCTQR KOQCT QQIQC TKCFU DYPTD NCLKN NIHUZ KNCVH DMCTQ HUBQC TKCBK XVYYQ NLKNN ICTQN QBUHY IUHQM YKOQI UDOKH BCVHS CTQTD ZKHBU HQMYK OQFTQ NQVCZ KCCQN BRYKB TRUNF KNPKL VCVHC VZQKH PFQKN QFKCO TVHSC TQLQQ HQFBL QQHQF BHKNN KCUNT VEQKC RVEQC TQTVE QBUHY IRDYY TUDNK OCVUH HQFBB UDNOQ LQQMN UCQBC UNHUZ UNQLQ QLQKN PBLQQ HQFBH KNNKC UNFVC TLULL DZLYQ KCCTQ KHOTU NPQBX FQKCT QNFVC TBCUN ZBCVH SQNBM UNCBF VCTLD JJYKN EVKHP WQKHQ CCQOT DHSLU LLDZL YQSUU PQEQH VHSVZ LULLD ZLYQW QKHQC CQOTD HSKHP VZWQK HQCCQ OTDHS LULLD ZLYQK CNVOU DHCIL QQLKN NILQH BUHVH CQHPB CUBDQ CTQTD ZKHNK OQRUN BCQKY VHSUD NTUHQ IMKOX KSVHS VCKHP MNURV CVHSR NUZVC VYYQS KYYIW QKHQC CQOTD HSCUZ UNNUF HVSTC UHLQQ YKNNI XVHSF QYYTK EQCTN QQRUN ZQNAD QQHBT QNQVH UDNBC DPVUP VBODB BVHSC TQVNH QFLUU XOYKB BIYKP VQBUD CCTVB FQQXU HTQGK SUHCT QBOQH QOTKH SQBCU KHVHC QNEVQ FUHCT QHQFB FVCTL QQEQN BVUHU RYKNN IXVHS KHPLK NNILQ QYKNN IXVHS CUHVS TCFQN QCKYX VHSCU LKNNI LQHBU HPVPI UDQEQ NCTVH XVZKX VPRNU ZCTQT VEQVO KHCPU CTVBL KNNIL QQBTK EQHQE QNLQQ HKRNK VPCUO TKHSQ CTQFU NYPFT KCKLU DCLQQ OUYDZ LDBLQ QSKHP TVLQW QBDBL QQYKN NIXVH SFTQN QVZRN UZFQP HQEQN BDQTD ZKHBF QFQNQ CTVHX VHSUR BCVOX LKYYU NOKHP IBCUN QBLKN NITUF UYPKN QIUDL QQYKN NIXVH SCTQL QQOUZ ZDHVC IVBBD MMUNC VHSIU DVHCT VBOKB QFTVO TFVYY LQCTQ CNVKY URCTQ LQQOQ HCDNI LKNNI IUDXH UFCTQ ITKEQ KYKNN IXVHS VHCTQ TDZKH FUNYP CUULQ QYKNN IXVHS VCBKO UZZUH HKZQH QGCFQ QXLKN NITQY UUXBY VXQIU DKHPT KBKBT UFKHP BDBMQ HPQNB KHPOU YUNQP PUCBL QQYKN NIXVH SHQGC FQQXL KNNIS YKBBQ BADUC QBUHC TQLUC CUZRN UZCTQ SDQBC QEQHC TUDST IUDWD BCTQK NPQZL QQYKN NIXVH SLQKN FQQXH QGCFQ QXCTQ INQBO KNITK VNIKH PTQNQ YVEQL QQYKN NIXVH SSQCB KHHUI QPKHP RYVQB KFKIU RRBON QQHLK NNIKY FKIBY QKHBR UNFKN PMUVH CIBTU DYPQN BBADV HCIQI QBEQN IWQFV BTRYK BTRUN FKNPV HCVZQ FQBQQ EKHQB BKQHC QNKHP XQHQH CQNBL QTVHP TQNCT QIKNQ KNSDV HSXQH VHCQH HVBIU DKCCK OXKCC TQMUV HCURF QKXHQ BBEKH QBBKV CFKBZ ISNKH PZUCT QNXQH BTQBX QHTUH QITQN LKOXT KHPBK WUXQV ZHUCS UHHKC KXQKP EKHCK SQURC TKCLK NNICU XQHAD VQCMY QKBQK OCDKY FUNXS UVHSU HTQNQ XQHMU VHCVH SKCLK NNIVB CTKCC TKCBK ZQLQQ EKHQB BKIQB VCVBV ZTQYM VHSTV ZBDQC TQTDZ KHNKO QLKNN ITQYY UXQHT QYYUL QQEKH QBBKC TVBVB XQHLK NNINQ OKYYV HSCTQ FVHCQ NLUUC BVHOV PQHCQ KNYVQ NIQKT VNQZQ ZLQNI UDCVZ LQNYK HPBVJ QCQHK HPKTK YREVL NKZBU YQVLQ YVQEQ XQHCU EKHQB BKFTI PUQBT QCKYX KSKVH EKHQB BKYVB CQHIU DLQCC QNSUO KDBQF QNQNQ KYYIL DBIFU NXVHS XQHLD CVCBU DNIUS DNCHV STCEK HQBBK TUYPV HSPUU NUMQH RUNXQ HLIQL IQXQH IQYYV HSFTI VBIUS DNCHV STCBU PVRRV ODYCX QHYQK EQBKH PEKHQ BBKFK YXBUE QNCUL KNNIT VBFUN XMYKO QVBKZ QBBEK HQBBK IUDMU UNCTV HSIUD CFUTK EQLQQ HKCCT VBRUN TUDNB LKNNI IQBKH PKPKZ TQNQT KBLQQ HKTDS QTQYM KPKZR NUBCV HSTUF ZKHIB DSKNB LKNNI WDBCU HQVCN IHUCC UDBQC TQOUZ MQCVC VUHBU FTIKN QIUDT QYMVH SZQEK HQBBK LQQBT KEQSU UPADK YVCVQ BKHPV CCKXQ BZIZV HPURR CTQBT UMVHB CQKPU RRYUF QNBMQ UMYQK NQSVE VHSLK YYUUH LUDAD QCBHU FLKNN ICTUB QKNQS NQKCV RIUDN QCTNQ QEKHQ BBKKH PKNCV RVOVK YRYUF QNBLK NNIUT CTUBQ WDBCS QCZQM BIOTU CVOEK HQBBK IQKTZ QCUUL KNNIL QHCBC VHSQN BMUVH CYQBB MUYYV HKCVU HKPKZ LQQBZ DBCTK CQCTU BQRKX QCTVH SBHUC TVHSF UNBQC TKHKP KRRUP VYCTK CBTKP FUNXP UHQZK ILQCT VBOUD YPZKX QDMRU NVCKY VCCYQ LVCEK HQBBK CTVBY KFBDV CBKMN QCCIL VSPQK YLKNN IVSDQ BBKPK ZIUDB DNQIU DFKHC CUSUC TNUDS TFVCT VCLKN NIKZV BDNQF TQHVZ PUHQF VCTCT QTDZK HBCTQ IFUHC LQKLY QCUBK ITUHQ IVZTU ZQFVC TUDCM KIVHS KNUIK YCIRY KBTRU NFKNP VHCVZ QKHPF QKNQF KCOTV HSCTQ TDZKH HQFBC TQOKZ QNKBT UFBKO NUFPU DCBVP QKOUD NCTUD BQHQF BNQMU NCQNV CBKHV HONQP VLYQB OQHQT QNQVH PUFHC UFHZK HTKCC KHFTQ NQCTQ FUNYP KHGVU DBYIF KVCBL QOKDB QRUNC TQRVN BCCVZ QVHTV BCUNI FQFVY YTQKN RUNUD NBQYE QBVRK TUHQI LQQOK HKOCD KYYIB MQKXF QKNQH UYUHS QNFKC OTVHS CTNUD STKHQ FBOKZ QNKKP KZFTK CTKEQ FQSUC CQHVH CUTQN QLKNN ILKNN IVCBM NQCCI LVSVB HCVCK PKZYU UXVHS KCCTQ TDHPN QPBUR MQUMY QKNUD HPCTQ OUDNC TUDBQ VOKHC LQYVQ EQTUF ZKHIT DZKHB PUHCF UNXPD NVHSC TQPKI LKNNI IUDCT VHXLV YYVUH PUYYK NZDYC VHKCV UHKYR UUPOU ZMKHV QBTKE QSUUP YKFIQ NBBQO DNVCI SDKNP QEQNI LUPIH QQPBC UBCKI LQTVH PCTQL KNNVO KPQKY VZUDB VHQPN VEQBD MKHPK RKCZK HYKIC UHZUH CSUZQ NIKTU HQIVH PDBCN IUFHQ NSQCB UDCKH PFKYX BMKBC LKNNI KPKZF TKCBC TQZKC CQNLK NNIVP UHCXH UFVWD BCSUC KOTVY YRKBC RUNFK NPVHC VZQKH PQEQN IUHQV BVHCT QOUDN CZUHC SUZQN IFQYY VRVCV BHCCT QLQQC QKZCU TUHQI VHPDB CNIYK FIQNB IUDLU IBFUN XUHCT VBZKH KYYNV BQCTQ TUHUN KLYQW DPSQL DZLYQ CUHMN QBVPV HSWDP SQLDZ LYQCU HKYYN VSTCO KBQHD ZLQNB DMQNV UNOUD NCURH QFIUN XLKNN ILQQL QHBUH ECTQT UHQIV HPDBC NIVBH UFVHB QBBVU HZNZU HCSUZ QNIIU DNQNQ MNQBQ HCVHS CTQRV EQRUU POUZM KHVQB OUYYQ OCVEQ YIZUH CSUZQ NIKMN VEVYQ SQWDP SQLDZ LYQCU HZNLQ HBUHI UDNQN QMNQB QHCVH SKYYC TQLQQ BURCT QFUNY PQEQN IUHQY UUXBO YUBQY ICTQI KNQFK VCVHS CUBQQ VRKLQ QOKHN QKYYI CKYXL KNNIZ KXQBB QEQNK YLDJJ VHSBU DHPBC UBUDH PYVXQ KLQQL KNNIV ZXVPP VHSIQ BIUDN TUHUN FQNQN QKPIC UMNUO QQPWD PSQLD ZLYLQ CUHZN ZUHCS UZQNI IUDNU MQHVH SBCKC QZQHC MYQKB QZUHC SUZQN IYKPV QBKHP SQHCY QZQHU RCTQW DNIZI SNKHP ZUCTQ NFKBK BVZMY QFUZK HLUNH UHKRK NZBTQ LQYVQ EQPVC FKBZK HBPVE VHQNV STCCU LQHQR VCRNU ZCTQL UDHCI URHKC DNQSU PMDCL QRUNQ DBVRF QYVEQ PVHCT QCUMB ICDNE IFUNY PZNLQ HBUHV ZKSVH QBWDB CCTVH XURFT KCFUD YPVCZ QKHVF UDYPT KEQCU HQSUC VKCQF VCTCT QBVYX FUNZR UNCTQ QYKBC VOVHZ ILNVC OTQBC KYXVH SLQQZ UHCSU ZQNIF KYXBU EQNKH PYUUX BOYUB QYIKC LKNNI TUFPU FQXHU FCTVB VBHCB UZQBU NCURT UYUSN KMTVO ZUCVU HMVOC DNQOK MCDNQ TUYYI FUUPF VJKNP NICTQ IOUDY PLQDB VHSYK BQNLQ KZBNU LUCVO BEQHC NVYUA DVBZO YUHVH SRUNK YYFQX HUFTQ OUDYP LQUHB CQNUV PBWDP SQLDZ LYQCU HZNLQ HBUHL KNNIY KPVQB KHPSQ HCYQZ QHCTQ NQBHU CNVOX QNITQ NQVZW DBCKH UNPVH KNILQ QTUHQ IBMNQ CCIVZ MUNCK HCCUZ QVCBV ZMUNC KHCCU KYYLQ QBFQV HEQHC QPVCF QZKXQ VCKHP FQMNU CQOCV CFVCT UDNYV EQBDH RUNCD HKCQY ICTQN QKNQB UZQMQ UMYQV HCTVB NUUZF TUCTV HXCTQ IOKHC KXQVC RNUZD BOKDB QFQNQ CTQYV CCYQS DIBVZ TUMVH SCTKC KRCQN CTVBV BKYYU EQNIU DYYBQ QTUFL ICKXV HSUDN TUHQI IUDHU CUHYI CKXQQ EQNIC TVHSF QTKEQ LDCQE QNICT VHSFQ KNQWK HQCCU ZKNCV HVFVB TTQPP NQBBY VXQCT KCKYY CTQCV ZQBUH VOQWD PSQLD ZLYQC UHOKY YIUDN RVNBC FVCHQ BBLKN NIBUZ NXYKD BBEKH PQNTK IPQHU RTUHQ IRKNZ BLVSO UZMKH IIUDT KEQXY KDBBE KHPQN TKIPQ HVBDM MUBQB ULKNN IVBQQ IUDKY BUUFH TUHQI LDNCU HKHPT UHNUH XYKDB BIQBC TQIMN UEVPQ LQQXQ QMQNB RUNUD NRKNZ BLKNN ILQQX QQMQN VRVHP CTKCC ULQKE QNIPV BCDNL VHSCQ NZVPU HCVZK SVHQI UDQZM YUIKH ILQQR NQQQN BPUIU DXYKD BBADV QCYIH ULKNN IVOUD YPHCT QKNIU DXYKD BBHUL KNNIH ULQOK DBQIU DPUHC RNQQL QQBIU DXQQM LQQBH UCUHY ICTKC VCBQQ ZBIUD CTUDS TCKLQ KNFUD YPLQK HKMMN UMNVK CQVZK SQRUN KWKNU RTUHQ IXYKD BBCTQ INQEQ NIYUE KLYQO NQKCD NQBIU SVLQK NRUJJ VQLQK NLDVY PKLQK NLKNN IIUDZ QKHYV XQCTV BCTQL QKNRN UZUEQ NCTQT QPSQL KNSQB VHCTN UDSTC TQLKO XPUUN KHPVC VBNUK NVHSK HPBCK HPVHS UHVCB TVHPY QSBVC VBCTN KBTVH SVCBO YKFBK HPMQU MYQKN QBONQ KZVHS VCVBL QVHST QYPLK OXLIK SDKNP FTUTK BCTQL QKNUH KOTKV HMUVH CVHSC UCTQN UKNVH SLQKN LQKNB XVYYL QQBTU FPIUD YVXQT VBTQK PONKB TVHSC TNUDS TIUDN YVEVH SNUUZ LVCVH SVHCU IUDNO UDOTB MVCCV HSUDC IUDNC TNUFM VYYUF BWDPS QLDZL YQCUH UXCTK CBQHU DSTCK XQTVZ KFKIC TQLQK NBCUM BNUKN VHSKH PCTNK BTVHS KHPFK YXBUD CLKNN IBUZN BCVHS CTKHX IUDRU NLQVH STQNQ IUDNH KZQVH CNVSD QBZQF TQNQT KEQVT QKNPV CLQRU NQZNB CVHSV FKBFV CTKLK HPOKY YQPCT QMUYV OQLKN NILDC IUDEQ HQEQN LQQHK MUYVO QURRV OQNTK EQIUD BCVHS HUVTK EQHCL KNNIH UIUDT KEQHC KHPBU TQNQF QTKEQ IQCKH UCTQN QGKZM YQURL QQODY CDNQO KBDKY YIBCU YQHLI KTDZK HRUNH UCTVH SZUNQ CTKHK MNKHO QKLUD CBCKS QHKZQ BCVHS UTMYQ KBQLK NNITK EQIUD QEQNL QQHBC DHSZN BCVHS LQOKD BQVZR QQYVH SKYVC CYQBC DHSBC VHSUN BTUDY PVBKI ZNSUN PUHZB DZHQN ZUHCS UZQNI CTKCB HUCTV BNQKY HKZQI UDVPV UCBLK NNIZN YVUCC KRVNB CLQYK CQPOU HSNKC DYKCV UHBUH IUDNQ ZZIFV HRUNK SDQBC BMUCU HQNVH NKIYV UCCKC TKHXI UDCTK HXIUD LKNNI VBQQR NUZIU DNNQB DZQCT KCIUD NQPQE VYVBT YITKH PBUZQ FVCTK OTDNH VHSVH HQNCD NZUVY CTKCB NQKPI CULYU FNKIY VUCCK VQHWU IFTKC VPUVB CTKCK ONVZQ LKNNI HUCIQ CVCVB HCLDC VBCTV BFTKC VCBOU ZQCUR UNIUD QGMYU VCVHS CVHIT QYMYQ BBLQQ BBUIU DPUHC TKEQC UNQTQ KNBQI UDNMK NCKHP YQKNH IUDNY VHQBB VNNKI YVUCC KFKCO TVCLQ HBUHV OUDYP LYUFN VSTCH UFLKN NICTV BVBHC KSUUP RQYYK CTVBV BKLKP RQYYK NKIYV UCCKY UUBQB VCKHP CNVQB CUSNK LLKNN INKIY VUCCK FTIPU QBHCB UZQUH QWDBC BCQMU HCTVB ONQQM KHPFQ OKHKY YSUTU ZQWDP SQLDZ LYQCU HUNPQ NVHCT VBOUD NCNKI YVUCC KIUDN QKYYC TVHXV HSVCW DPSQL DZLYQ CUHBC KNCBL KHSVH STQNS KEQYW DPSQL DZLYQ CUHUN PQNUN PQNVB KINKI YVUCC KBKIV CZKHZ NYVUC CKMYQ KBQBV CPUFH FQBQQ KZUHC KSQUR ZKSKJ VHQBF TVOTR QKCDN QCTQO UDNCO KBQRY KBTRU NFKNP VHCVZ QKHPL KNNIV BLKOX TUZQF VCTEK HQBBK LKNNI VCTVH XVCFK BKFRD YYIHV OQURC TKCLQ KNCUM VCOTV HYVXQ CTKCE KHQBB KVCTV HXCTQ WDNIB UHUDN BVPQL KNNIK NQFQP UVHSQ EQNIC TVHSN VSTCI UDXHU FYQSK YYIEK HQBBK VZKRY UNVBC LKNNI NVSTC FQYYT QNQBC UKSNQ KCCQK ZEKHQ BBKCU KSNQK CCQKZ XQHFK YXBVH RNUZF UNXTQ BQQBL KNNIK HPTQY UUXBD MBQCF TQHTQ BQQBL KNNIO YVHXV HSTVB SYKBB FVCTE KHQBB KXQHF QYYTQ YYUEK HQBBK UTXQH LKNNI TQYYU EKHQB BKVPV PHCCT VHXIU DFQNQ OUZVH SHUVF KBWDB CYKCQ VCNVQ PCUOK YYLDC XQHTU YPBDM TVBMT UHQKH PRYVM BVCUM QHCTQ MTUHQ TKBHU OTKNS QCTQL KCCQN IEKHQ BBKVP VPHCF KHCKY YCTVB CUSUC UFKBC QBUVO KYYQP LKNNI YDOXV YITQF KBRNQ QXQHU TCTKC FKBYD OXIXQ HBVCB PUFHK CCTQC KLYQK ONUBB RNUZL KNNIK HPEKH QBBKY QKEQB CTQNU UZEKH QBBKC TQNQB KYVCC YQYQR CVOUD YPTQK CVCDM XQHHU CCKXV HSTVB QIQBU RRLKN NIIQK TTQKC VCDMB DNQFT KCQEQ NLKNN IBUVT QKNIU DNQAD VCQKC QHHVB MYKIQ NVZHU CZDOT RUNCT QSKZQ ZIBQY RCTQL KYYBK YVCCY QSNKL LIXQH CTKCB FTQNQ VDBDK YYIBV CNVST CMUVH CBCUF TQNQL KNNIV BBVCC VHSCT QNQEK HQBBK OKYYV HSRNU ZUCTQ NNUUZ XQHLK NNIFK BYUUX VHSKC IUDNN QBDZQ KHPTQ KSNQQ PFVCT ZQCTK CQKCV HSFVC TOTUM BCVOX BVBHC NQKYY IKBMQ OVKYB XVYYX QHCUL KNNII UDCTV HXVPU HCBQQ FTKCI UDNQP UVHSL KNNIV XHUFT UFTKN PVCVB CURVH PCTQN VSTCW ULFQT KEQCT KCVHO UZZUH XQHPU FQLKN NILQQ BTKEQ MQNOQ HCQZM YUIZQ HCLDC FQPUW ULBYV XQCKX VHSCT QONDP UDCXQ HZQHK OVHSY ICTKC BWDBC FTKCV FKBCT VHXVH SKLUD CPUVH SXQHN QKOTQ BRUNK RUNXU HCTQC KLYQL DCXHU OXBVR UHCTQ RYUUN TQSUQ BCUMV OXVCD MEKHQ BBKXQ HVYQC LKNNI LUNNU FIUDN NKJUN RUNTV BRDJJ VTUMQ CTKCF KBKYY NVSTC XQHAD VOXYI NVBQB LKOXD MKRCQ NTQKN VHSCT VBLDC TVCBT VBTQK PUHCT QCKLY QKHPI QYYBL KNNIV ZSUVH SCUPN KVHCT QUYPB CVHSQ NXQHI QKTIU DPUCT KCLKN NIRYV QBMKB CXQHC USQCC UCTQL KCTNU UZKHP XQHRN QKXBU DCBMY KBTVH SBUZQ URCTQ FVHQT QFKBD BVHSC UOUUY TVBTQ KPVHT VBQIQ BTQIQ YYBVH KHSQN LKNNI YUUXB KCCTQ ZKSKJ VHQBR QKCDN VHSTV BEVOC UNVQB VHOUD NCLKN NIYUU XKCCT KCLKN NIRYV QBVHC UCTQL KCTNU UZTQM DCBTV BTKHP UHTVB TQKPL DCCTV BZKXQ BTDNC BTVZK HPZKX QBTVZ QEQHZ KPPQN TQIQY YBKSK VHLKN NIVBF KBTVH STVBT KHPBV HCTQB VHXLD CCTQH XQHFK YXBVH XQHIU DXHUF IUDXH UFVEQ WDBCK LUDCT KPVCO YUBQB LKCTN UUZPU UNLQT VHPTV ZFVCT IUDNY VCCYQ ZVHPS KZQBX QHVBZ QHKOV HSYIN UYYVH SDMKZ KSKJV HQLKN NILKO XVHSK FKIFT KCBCT KCXQH VCKYV KHEUS DQLKN NIZKZ ZKZVK CTKCB KYUCU RMKSQ BXQHV CBKYU CURKP BLKNN INQZQ ZLQNF TKCEK HBKVP FTIVB IUDNY VRQZU NQEKY DKLYQ CTKHZ VHQXQ HCTKC BRDHH IVWDB COKHC BQQZC UNQOK YYCTK CXQHB ZKBTQ BQEQN ICTVH SURRC TQBVH XFVCT CTQZK SKJVH QKHPL KNNIH KNNUF YIQBO KMQBX QHRUY YUFBL KNNIK NUDHP KHPCN VQBCU TVCTV ZFVCT CTQZK SKJVH QLDCT QXQQM BZVBB VHSXQ HSQCB KBMNK ILUCC YQVCT VHXBU ZQCTV HSBCV HXBVH TQNQL KNNIQ HWUIV HSCTQ BMNKI VYUEQ CTQBZ QYYUR RYUFQ NBXQH TUYPB KYVST CQNVH RNUHC URCTQ BMNKI LUCCY QXQHT UFPUI UDYVX QCTQB ZQYYU RRYKZ QBLKN NIHUC KBZDO TXQHR VNQBT VBZKX QBTVR CRYKZ QCTNU FQNLD CZVBB QBLKN NILDN HVHSC TQLKC TNUUZ TQCUN OTQBC TQFTU YQNUU ZLDCY UUBQB TVBRU UCVHS KHPRK YYBVH CUCTQ LKCTC DLKRC QNSQC CVHST VCVHC TQTQK PLIRK YYVHS ULWQO CBCVZ QBTQM VOXBD MCTQB TUFQN TQKPN QEQKY VHSKF KCQNL DSTVP VHSDH PQNVC FKCQN LDSFK CQNLD SHUCC KXVHS BVPQB LKNNI SQCBD MUDCU RKMVY QURLK CTNUU ZBDMM YVQBK HPTQV BFQKN VHSKO TKMBC VOXTK CLKNN IXQHV ZFQKN VHSKO TKMBC VOXTK CCTVB VBMKC TQCVO XQHBF VCOTQ BCTQB TUFQN TQKPC UYQCT KYXQH VEQSU CVBBD QBXQH BMNKI BLKNN IFVCT CTQBT UFQNT QKPKH PTQON KBTYK HPBVH CUCTQ CUVYQ CXQHZ QHKOV HSYIY UUXBP UFHVH CUCTQ CUVYQ CKCLK NNIFQ YYFQY YFQYY KNUIK YRYDB TLKNN IIUDN QLYDR RVHSX QHKZV RYDBT QBCUV YQCLK NNISN KLBKO TKMBC VOXRN UZCTQ CUVYQ CBQKC KHPDB QBVCC UBDNR VHCTQ RYDBT VHSCU VYQCL KNNIB DNRBD MPDPQ LKNNI RYVQB UDCUR CTQCU VYQCU HCTQO TKMBC VOXKH PBMNK IBXQH BRKOQ FVCTC TQCUV YQCFK CQNQF MUUFK CQNLK NNICT KCLUF YVBSH KNYIX QHKVZ VHSKC UVYQC OYQKH QNKCL KNNIQ GOQMC RUNCT UBQPV NCIIQ YYUFN VHSBL KNNIO UFQNB KHPOU EQNBT VBTQK PKHPE KHQBB KNDHB VHKHP CKXQB CTQCU VYQCO YQKHQ NRNUZ XQHWD BCLQR UNQTQ TVCBL KNNIE KHQBB KXQHH QCTFT KCKNQ IUDPU VHSXQ HYQKH VHSCU FKNPB LKNNI IUDXH UFVPU HCQEQ HYVXQ TUHQI VPUHC QKCVC EKHQB BKFQH QQPCU CKYXE KHQBB KMDYY BXQHU DCURC TQLKC TNUUZ TQBWD BCKYV CCYQL QQKHP TQTKM MQHBC ULQCT QHVOQ BCLQQ VEQZQ CVHKY UHSCV ZQXQH YUHSC VZQFT KCKNQ IUDCK YXVHS KLUDC KNQCT QNQUC TQNLD SBVHI UDNYV RQEKH QBBKH ULDCC TQNQK NQUCT QNCTV HSBLD SSVHS ZQVHY VRQKH PIUDN QUHQU RCTQZ XQHRV HQCKY XVHSL QQBHU IUSDN CHVST CZIHQ NEQBK NQRNV QPRNU ZNVPV HSUHC TVBQZ UCVUH KYNUY YQNOU KBCQN EKHQB BKSUU PLIQX QHXQH TDRRB KHPFK YXBUD CKHPB YKZBC TQPUU NLDCB DPPQH YITQF KYXBL KOXVH KHPBC KNQBK CLKNN IKHPR UNIUD NVHRU NZKCV UHVMN QRQNB DSKNR NQQKN CVRVO VKYBF QQCQH QNBZK PQLIZ KHXQH YQKEQ BKSKV HKHPE KHQBB KYQKH BVHCU FKNPB LKNNI EKHQB BKVZB UNNIK LUDCK YYCTK CXQHF KYXBL KOXVH KSKVH XQHVX HUFVC BSUCK HKRCQ NCKBC QVYVX QVCXQ HYQKE QBRUN CTQYK BCCVZ QEKHQ BBKVK YFKIB RQYCC TQNQF KBBUZ QXVHP URLKN NVQNL QCFQQ HXQHK HPZQV OUDYP HCUEQ NOUZQ VCUTF QYYKN QIUDU XRUNC TQCNV KYLKN NIVLQ YVQEQ ZNZUH CSUZQ NIVBK LUDCU DCURV PQKBR YKBTR UNFKN PVHCV ZQKHP LKNNI KPKZK HPEKH QBBKK NQLKO XVHOU DNCZU HCSUZ QNIFQ FUDYP YVXQC UOKYY ZNLKN NILQH BUHLQ QCUCT QBCKH PKPKZ SUUPV PQKIU DOKHN QKYYI BQQFT ITQBO UHBVP QNQPU HQURC TQLQB CYKFI QNBLK NNIBC KNQBK CKPKZ IQKTY KFIQN YKICU HIUDE QSUCC KFQKE QBUZQ ZKSVO FVCTC TVBWD NIUNV CBSUH HKLQK YYUEQ NZUHC SUZQN IPUHC FUNNI CTQUH YICTV HSVTK EQCUP UCUCD NHCTV BWDNI KNUDH PVBCU NQZVH PCTQZ URFTK CCTQI PUHCY VXQKL UDCLQ QBCUY KFIQN IUDSU CCTQC FQQJQ NBYKF IQNKN QIUDK YYQNS VOZUH CSUZQ NIUHY ICUYU BVHSB UHUHY ICUYU BVHSZ NLQHB UHLQQ VYYKB XIUDF TKCVC TVHXF QPKYY YVXQC UXHUF FTKCQ GKOCY IVBIU DNNQY KCVUH BTVMM UVHCB CUEKH QBBKC UCTKC FUZKH LKNNI FQNQR NVQHP BZUHC SUZQN ISUUP RNVQH PBLKN NIIQB ZUHCS UZQNI TUFSU UPPUI UDYVE QCUSQ CTQNK PKZFK VCKZV HDCQZ UHCSU ZQNIK NQIUD TQNYV CCYQL QPLDS KPKZB BCVHS QNBCK NCBEV LNKCV HSTQV BKSVC KCQPV EQBQQ HKLQQ PUODZ QHCKN IUNCF URNUZ FTKCV DHPQN BCKHP PUQBH CIUDN ADQQH SVEQL VNCTC UKYYC TQLQQ OTVYP NQHLK NNIIQ KTLDC ZUHCS UZQNI MUVHC VHSKC WKHQC KHPZK NCVHB UCTUB QKNQH CIUDN NQKYM KNQHC BWKHQ CUTLK NNILK NNIIQ BCTQI KNQKP KZTUY PZQLK OXEKH QBBKC NVQBC UTUYP KPKZL KOXTQ FKHCB CUBCV HSZUH CSUZQ NIZUH CSUZQ NIIUD NQKHV YYQSV CVZKC QLQQK NQHCI UDLQH BUHKP KZTQB PQHUD HOVHS LQQBZ UHCSU ZQNIP UHCIK YYPKC QIUDN OUDBV HBZUH CSUZQ NIYQK HBUEQ NUHCT QWDNI BCKHP KHPBC KNQBK CKPKZ EKHQB BKULW QOCVU HEKHQ BBKNK VBQBT QNTKH PCUUL WQOCL DCKPK ZSQCB RNQQT QRYVQ BBCNK VSTCK CZUHC SUZQN IKPKZ VZSUV HSCUM VHODB TVUHC TVBSD ILKNN IKPKZ PUHCV CBFTK CTQFK HCBKP KZBCV HSBZU HCSUZ QNIVH CTQLD CCKHP TQBCK NCBCT NKBTV HSKNU DHPZU HCSUZ QNIUT VZTVC UTYUN PIVKZ TVCWD PSQLD ZLYQC UHLKH SVHSS KEQYU NPQNU NPQNZ UHCSU ZQNIU EQNNQ KOCVH SCTQE QHUZC TQEQH UZVBO UDNBV HSCTN UDSTZ IEQVH BVTKE QLQQH RQYYQ PLIKF VHSQP LQKBC URPQB CNDOC VUHIU DBQQI UDOKH CCNQK CCTQZ YVXQQ ADKYB CTQIN QBCNV MQPBK EKSQB BCVHS VHSBC TQUHY ICTVH SCTQI XHUFV CBCTQ VNFKI LKNNI KPKZB CKIFV CTZQK PKZVO KHCRQ QYZIY QSBZU HCSUZ QNIUE QNNQK OCVHS KHPCT NUFVH STVBL UPIKN UDHPC TQNUU ZFTKC KHSQY URZQN OIFVY YOUZQ RUNFK NPCUB DOXCT QMUVB UHRNU ZZITQ KEVHS LDCCU OXBWD PSQLD ZYLQC UHVFV YYTKE QUNPQ NVHCT VBOUD NCUNP QNUNP QNMYQ KBQRY KBTRU NFKNP VHCVZ QKHPF QBQQK TDZKH HQFBN QMUNC QNHQF BNQMU NCQNC TQOKB QURCT QTUHQ ILQQB EQNBD BCTQT DZKHN KOQCU UXKMU VHCQP CDNHK SKVHB CCTQL QQBIQ BCQNP KIFTQ HUHQU RCTQV NYQSK YCQKZ BCDHS YKICU HCZUH CSUZQ NIKPK ZVBYK IVHSV HKTUB MVCKY LQPKH PLKNN IRYVQ BVHCU BQQTV ZLKNN ITQIL DPPIK PKZTQ ILKNN IVBCT QNQZD OTMKV HKPKZ IQKTV VLYQF CTQFT UYQOK BQPVP HCVLK NNIVC PUQBH CZKCC QNFTK CZKCC QNBVB IUDNQ KYVEQ IUDOU DYPTK EQPVQ PKPKZ VPLQL QCCQN URRPQ KPYUU XKCZQ KBZKY YMYKB CVOBF UNPVB NQMYK OQPKB KPKZB BCVHS QNCTQ ISUCV CRNUZ CTQOK RQCQN VKPUF HBCKV NBVHK CDHKB KHPFV OTYUU XCTQN QBKYV CCYQO QYQNI BCVYY UHVCR YVOXB URRCT QOQYQ NIKHP BVSTB LKNNI FTKCF KBVCY VXQCU BCVHS BUZQU HQKPK ZVOKH CQGMY KVHVC VCFKB KYYKY YKPNQ HKYVH QKHPC TQHKH PCTQH QOBCK BILKN NIKYY NVSTC KPKZI UDCTV HXVCF KBKYY KCNKM LKNNI UROUD NBQVZ BUNNI VRYQF DBNVS TCVHC UCTVB FTKCF QNQFQ CTVHX VHSYU UXKCD BFQNQ WDBCK OUDMY QURLD SBVHC TVBFU NYPKP KZFTK CFVYY CTQTD ZKHBP UCUDB VRCTQ IFVHL KNNIV PUHCX HUFKP KZVTQ KNCTQ IMDCC TQNUK OTQBV HZUCQ YBCTK CPUQB HCBUD HPBUL KPLKN NIKPK ZCTQI OTQOX VHLDC CTQIP UHCOT QOXUD CKPKZ UTZIO UDSTB OUDYP IUDSQ CKHDN BQCUO YUBQC TKCFV HPUFL KNNIF TIKPK ZCTQB ZUXQF QOKHB QQCTK CCFUT DZKHB KNQBZ UXVHS OVSKN QCCQB UDCBV PQLQQ BPUHC BZUXQ LKNNI NVSTC LQQBP UHCBZ UXQLQ QBPUH CBZUX QLDCB UZQLQ QBKNQ BZUXV HSCTK CBVCC TKCBU DNOKB QKPKZ VCVBV CBHUC UEQNL KNNIS QCPNQ BBQPV EQSUC CKSUB UZQFT QNQSQ CLKOX CUCTQ OUDNC KHPBC KYYBC KYYKH IFKII UDOKH RYKBT RUNFK NPVHC VZQKH PKPKZ VBZKX VHSKM KMQNL UKCVH CTQOU DNCNU UZKPK ZKHPK BBDZV HSIUD EQPUH QBCQM OUNNQ OCYII UDNQN QKPIR UNCTQ CDLFQ BQQCT KCCTQ WDNIT KEQQK OTZKP QCTQV NUFHM KMQNL UKCBK RCQNL QVHSC KDSTC TUFLI KPKZC TQIKY YYUUX OUHRD BQPWD PSQLD ZLYQC UHZNR YKIZK HKPKZ IQBIQ BIUDN TUHUN WDPSQ LDZLY QCUHF TQNQV BCTQN QBCUR IUDNC QKZKP KZOUH CVHDQ BBCKY YVHSF QYYIU DNTUH UNVCB VHCQN QBCVH SLQQB KNQCN KVHQP CURYI TKMTK JKNPY IKHPK BKNQB DYCFQ PUHCZ KXQEQ NISUU PCVZQ VKOCD KYYIT QKNPK RDHHI BCUNI KLUDC ZUHCS UZQNI IUDNT UHUNT KEQHC CTQBQ NVPVO DYUDB LDSBC KXQHD MQHUD STURC TVBOU DNCBE KYDKL YQCVZ QTUFZ DOTYU HSQNF VYYFQ KYYUF CTQBQ KLBDN PBTQH KHVSK HBCUS UUHCT QITKE QMNQB QHCQP HUOUZ MQYYV HSQEV PQHOQ CUBDM MUNCC TQVNO TKNSQ BKSKV HBCZI OYVQH CBFTU NDHYQ SVCVZ KCQLD BVHQB BQBVZ UEQRU NKOUZ MYQCQ PVBZV BBKYU RCTVB QHCVN QOKBQ WDPSQ LDZLY QCUHZ NRYKI ZKHVZ KRNKV PVZSU VHSCU TKEQC UOUHB VPQNZ NZUHC SUZQN IBZUC VUHKP KZLDC IUDOK HCFQT KEQKC QNNVR VOOKB QZUHC SUZQN IFTQN QVBIU DNMNU URFTQ NQVBC TQQEV PQHOQ BTUFZ QCTQB ZUXVH SSDHL KNNIL KNNIR YVQBV HCTNU DSTCT QPUUN TUYPV CIUDN TUHUN IUDFK HCKBZ UXVHS SDHTQ NQVBI UDNBZ UXVHS SDHEK HQBBK FKYXB VHTUY PVHSK LQQBZ UXQNB TQBQC BVCPU FHUHC TQWDP SQBMU PVDZW DPSQL DZLYQ CUHFT KCVBC TKCLK NNIVC BKLQQ BZUXQ NZUHC SUZQN IMVOX BDMBZ UXQNF TKCCT VBCTV BTKNZ YQBBY VCCYQ OUHCN KMCVU HCTVB OUDYP HCTDN CKRYI YQCKY UHQKL QQZUH CSUZQ NIKOO VPQHC KYYIR VNQBV CKCCT QLQQB VHCTQ ONUFP KHPCT QIRKV HCKHP OUDST PUJQH BURNQ MUNCQ NBBCK NCCKX VHSMV OCDNQ BURCT QBDRR QNVHS LQQBL KNNIY UUXKC FTKCT KBTKM MQHQP CULQQ BFTUT KEQHQ EQNLQ QHKBX QPBZU XVHSU NHUHV BCTVB FTKCH KCDNQ VHCQH PQPRU NDBCU LQRUN OVLYI KPPVO CQPCU BZUXQ ZKOTV HQBKH PZKHZ KPQFU UPQHB YKCFU NXOKZ MBYVE VHSUD CUDNY VEQBK BTUHQ IBYKE QBCUC TQFTV CQZKH LKNNI MUVHC BCUCT QTUHQ IVHPD BCNIU FHQNB UHQUR CTQZV BKHKR NVOKH KZQNV OKHBU TQKFX FKNPY IBQMK NKCQB TVZBQ YRRNU ZCTQU CTQNB YKFIQ NFTKC KNQFQ SUHHK PUTQB MYKIV HSCTQ BMQOV QBOKN PLKNN IYKPV QBKHP SQHCY QZQHM YQKBQ RNQQC TQBQL QQBKP KZKHP EKHQB BKRNQ QCTQL QQBRN QQCTQ LQQBL QQBVH ONUFP RNQQC TQLQQ BTDZK HWDNI RNQQC TQLQQ BRNQQ CTQLQ QBWDP SQLDZ LYQCU HCTQO UDNCR VHPBV HRKEU NURCT QLQQB LKNNI EKHQB BKFQF UHEKH QBBKV XHQFI UDOUD YPPUV CTVST RVEQE KHQBB KTVCB LKNNI TKNPL QOKDB QTQNT KHPVB CUULV SBUNN ILKNN IUEQN WUIQP VZUXI UDXHU FFTKC CTVBZ QKHBK YYCTQ TUHQI FVYYR VHKYY ILQYU HSCUC TQLQQ BHUFF QFUHC TKEQC UFUNX BUTKN PKYYC TQCVZ QZUHC SUZQN ICTVB VBKHD HTUYI MQNEQ NBVUH URCTQ LKYKH OQURH KCDNQ LQHBU HIUDY YNQSN QCCTV BZUHC SUZQN IYQKE QBKHP LKNNI SUQBU DCBVP QCTQO UDNCN UUZBQ EQNKY NQMUN CQNBB CKNCK BXVHS LKNNI ADQBC VUHBN QMUNC QNLKN NITUF ZDOTT UHQIV BUDCC TQNQL KNNIK YYNVS TCUHQ KCKCV ZQNQM UNCQN LKNNI FTUKN QIUDF QKNVH SLKNN IZIBF QKCQN VBNKY MTYKD NQHKH PVTKE QHUMK HCBLK NNIRY VQBUD CBVPQ FVCTC TQMKM KNKJJ VKHPK PKZKH PEKHQ BBKBC KILKO XKPKZ CUEKH QBBKF TKCVR ZUHCS UZQNI BNVST CEKHQ BBKFT KCPUI UDZQK HKPKZ FQEQL QQHYV EVHSC TQLQQ FKIKY UHSCV ZQZVY YVUHI QKNBR YKBTR UNFKN PVHCV ZQKHP LKNNI VBCKY XVHSC UKZKH LDBVH QBBZK HOUHS NKCDY KCVUH BUHIU DNEVO CUNIF TKCFV YYIUD PQZKH PKBKB QCCYQ ZQHCL KNNIR VNBCF QYYPQ ZKHPK OUZMY QCQBT DCPUF HURKY YLQQF UNXOK ZMBKB LKNNI VBCKY XVHSF QBQQK ZUHCK SQURZ QHMDC CVHSO YUBQP CKMQU EQNCT QFUNX OKZMB KHPRN QQVHS CTQLQ QBVHC TQONK MMIKM KNCZQ HCBCT QHFQF KHCLK OXCTQ TUHQI CTKCF KBUDN BCULQ SVHFV CTQEQ NIYKB CPNUM ZQHVH BDVCB KNQMD BTVHS KYYCT QTUHQ IURCT QKVBY QKHPV HCUOK NCBFQ PQZKH PKHQH PCUCT QSYUN VRVOK CVUHU RCTQL QKNKB KHICT VHSZU NQFQB QQKBC KCDQU RKLQK NBTKM QPTUH QIOUH CKVHQ NLQVH SMDYY QPPUF HLILQ QBCTK HKRVY CTIBZ QYYIL KPLNQ KCTBC VHXZK OTVHQ FQNQK YYKFK NQURF TKCCT QIPUV HCTQF UUPBF QBQQF VHHVQ CTQMU UTBTK NVHST VBTUH QIFVC TMVSY QCVHC TQONU BBTKV NBURK TVSTC QOTBH VMQNN VRYQL KNNIY UUXVH SCTNU DSTLV HUODY KNBFK VCRUN ZIBVS HKYCK XQTVZ UDCFV HHVQS QCBTV CLIKC NKHAD VYVJQ NPKNC KHPPN KZKCV OKYYI RKYYB URRCT QYUST QFKBB CKHPV HSUHT VBCUH SDQTK HSVHS UDCMV SYQCY UUXBK CMUUT VHRQK NKHPC TQBHV MQNCK XQBCT QTUHQ IBHVM QNTQY YTKEQ HKDBQ KRUNK RQFTU DNBCT QHTQY YLQRV HQRYK BTRUN FKNPV HCVZQ LKNNI KHPFQ FVYYH UYUHS QNCUY QNKCQ LQQHQ SKCVE QHVOX HKZQB ZNBCV HSVBB VCCVH SKCTU ZQDHC VYTQV BCKXQ HUDCU RTVBT UDBQL ICTQZ QHVHB DVCBB CVHSL DCVCB WDBCK MNKHO QKLUD CBCKS QHKZQ LKNNI DHHQO QBBKN IVHOY DBVUH URTUH QIVHL USDBT QKYCT MNUPD OCBKH PYKPQ QPKTD ZKHCQ KCVZQ BHKOX SKNHV BTZQH CBKHU YPYKP IVBZV GVHST UHQIV HCUTQ NCQKL DCBDP PQHYI ZQHVH BDVCB BZKBT TQNRK OQPUF HUHCT QCKLY QKHPC KXQCT QTUHQ IUYPY KPIOK HCLNQ KCTQK TUHQI CNDOX MDYYB DMCUL KNNIB TVEQF UNXQN LNVHS VCVHL UIBTU YPVCN VSTCC TQNQS UUPCK MVCCU HBURT UHQIV BLQVH SMDZM QPVHC UCTQT VEQBB CUNKS QLQQF UNXQN TUHQI UEQNR YUFBR NUZCT QODMZ NLDJJ FQYYF QWDBC MKBBQ PCTNQ QODMB KHPCT QNQBS KYYUH BZUNQ OUZVH SVCTV HXFQH QQPCU BTDCP UFHLQ QFUNX QNBTD CPUFH FQEQH QEQNB TDCPU FHBTD CPUFH TUHQI MNUPD OCVUH PQKHL DJJFQ YYBCU MZKXV HSTUH QICTQ LQQBK YYYQK EQCTQ VNBCK CVUHB CFULQ QBNDH VHCUK NUUZK HPCTQ IMDCC TQXQI BVHCU KZKOT VHQCD NHIUD NXQIB VNCFU FUNXQ NLQQB PNKZK CVOKY YICDN HCTQV NXQIB FTVOT UMQHB CTQLD CCUHF TVOTC TQIMN QBBBT DCCVH SPUFH CTQTU HQIZK XVHSZ KOTVH QBCTV BVBCT QRVNB CCVZQ CTVBT KBQEQ NTKMM QHQPL QQFTK CPUFQ PUHUF RYKBT RUNFK NPVHC VZQKH PKLQQ VBKLU DCCUW DZMVH CUKMU UYRDY YURTU HQIOK HHUHL KYYCT QLQQS QCBBC DOXVH CTQTU HQIKH PFQSQ CKBTU NCZUH CKSQU RLQQB YQKEV HSFUN XFQBQ QCTQM UYYQH WUOXB RYIVH SLDCU HQURC TQZSQ CBKOK YYUHT VBKHC QHHKY UDYDP DEKCT NUDST MTUHQ FQNQB TDCCV HSTUH QIMNU PDOCV UHZVB BVUHK LUNCM UYYQH WUOXK LUNCV HSMUY YVHKC VUHKH PHQOC KNPQC KVYNQ CDNHV HSCUL KBQCT QMUYY QHWUO XBRYI LKOXC UCTQT VEQFQ SQCKC VZQYK MBQUR OQHCN KYMKN XBYUF YIFVY CVHSK FKIKB CTQLQ QBKYY NQYKG LKNNI KPKZI UDFUD YPHCL QYVQE QTUFZ DOTTU HQIFK BUDCC TQNQK PKZUT IQKTL KNNIF TKCBS UVHSU HFTQN QVBQE QNILU PICTQ QHCVN QBCNQ QCVBP QBQNC QPKNQ CTQIU DCOQY QLNKC VHSKP KZCTQ INQTU ZQCTQ IPUHC XHUFF TKCCU PUYKI VHSUD CBYQQ MVHSV HVTQK NPIUD NDHOY QOKNY FKBUH TVBFK ICUBK HKHCU HVUFV CTKON VOXQC LKNNI KCYQK BCFQS UCUDN TUHQI LKOXK PKZBU ZQCVZ QBVCT VHXBU FTKCV RTDZK HBYVX QPUDN TUHQI FTUFU DYPHC VCBCT QSNQK CQBCC TVHSV HCTQF UNYPV FKBQG OVCQP CULQM KNCUR ZKXVH SVCCT VBFKB ZIHQF PQBXC TVBFK BZIHQ FWULV FKHCQ PCUPU VCNQK YYIFQ YYKHP HUFHU FVOKH CRYKB TRUNF KNPVH CVZQK HPLKN NIVBC KYXVH SCUEK HQBBK LKNNI VPUHC DHPQN BCKHP FTICT QINQH UCTKM MIVCT UDSTC CTQVN YVEQB FUDYP LQLQC CQNCT QINQP UVHSH UCTVH SVCBK ZKJVH STUHQ INQKY YIOTK HSQBM QUMYQ EKHQB BKIUD PUHCT KEQKH IVPQK FTKCB SUVHS UHPUI UDLKN NIFTK CPVPI UDFKH CCUBT UFZQE KHQBB KCKXQ BLKNN ICUCT QNUUR CUMFT QNQCT QIRVN BCTKP OURRQ QKHPM UVHCB CUTQN BCUNQ EKHQB BKCTV BMUVH CBKCT QNRYU FQNBC TQIKN QKYYS NQIKH PFVYC VHSLK NNIFT KCTKM MQHQP TQNQE KHQBB KCTKC VBHUC CTQTK YRURV CBZKY YRYKB TRUNF KNPVH CVZQK HPEKH QBBKK HPLKN NIKNQ UHCTQ NUURU RTQNB CUNQK HPBTQ MUVHC BCUOQ HCNKY MKNXF QBQQC TKCOQ HCNKY MKNXV BHUYU HSQNS NQQHK HPOUY UNRDY NKCTQ NVCVB SNQIL NUFHK HPPQK PYVXQ VCVBE QNIPQ MNQBB VHSCU YUUXK CLKNN IUTHU UTZIC TQINQ KYYFV YCVHS EKHQB BKPUQ BHCYU UXEQN ISUUP PUQBV CLKNN IHUEK HQBBK KHPFT UBQRK DYCPU IUDCT VHXCT KCVBL KNNII UDXHU FVZSU HHKSD QBBLQ QBEKH QBBKB CKNVH SKCLK NNILQ QBLKN NIBMQ OVRVO KYYIZ QVPVP HCCTV HXLQQ BHUCH QQPVH SCUZK XQTUH QIFUD YPKRR QOCKY YCTQB QCTVH SBEKH QBBKV CBHUC WDBCR YUFQN BRNDV CBEQS QCKLY QBCTQ IKYYH QQPLQ QBLKN NICTK CBUDN FTUYQ BKCCQ BCNVS TCCTQ NQEKH QBBKC KXQKF KIMNU PDOQC TKCKR RQOCB CTQQH CVNQK HVZKY XVHSP UZKHP CTQHU ROUDN BQLKN NICTQ TDZKH BMQOV QBBUV RCTQN QBHUZ UNQMU YYVHK CVUHV COUDY PKYYW DBCSU BUDCT TQNQO UDYPH CVCEK HQBBK VXHUF CTVBV BKYBU MKNCY IZIRK DYCLK NNITU FKLUD CKBDV OVPQM KOCEK HQBBK TUFPU FQPUV CLKNN IVYYB CVHSI UDIUD BCQMU HZQEK HQBBK CTKCW DBCXV YYBIU DCFVO QLKNN INVST CNVST CEKHQ BBKYV BCQHL KNNIB UNNIL DCVSU CCKSQ CSUVH SEKHQ BBKYQ KEQBL KNNIC UTVZB QYRVT KPCUU MQHZI ZUDCT KHPCK YXEKH QBBKE KHQBB KFTIK NQIUD YQKEV HSFTQ NQKNQ IUDSU VHSEK HQBBK VBSQC CVHSV HCUKC KGVEK HQBBK CUCTQ RVHKY CUDNH KZQHC URNUB QBMKN KPQVH MKBKP QHKCT QIEQZ UEQPV CCUCT VBFQQ XQHPL QOKDB QKYYC TQRYU FQNBK NQPIV HSVCB CTQYK BCOTK HOQVY YQEQN TKEQC UBQQV CLKNN IEKHQ BBKVW DBCFK HHKBK IVZBU NNIVH QEQNZ QKHCV CCUCD NHUDC YVXQC TVBEK HQBBK VXHUF ZQHQV CTQNC TQCKG VBCKN CBCUP NVEQK FKILK NNICU DNHKZ QHCUR NUBQB NUBQB OKHCP UBMUN CBFKV CKZVH DCQNU BQBNU BQBNU BQBEK HQBBK LKNNI RYVQB KRCQN CTQCK GVEKH QBBKN UBQBL KNNIL KNNIV BRYIV HSUDC BVPQC TQFVH PUFUR CTQCK GVLKN NINUB QBKNQ RYUFQ NBEKH QBBKI QBCTQ IKNQL KNNIR YUFQN BLQQB MUYYQ HEKHQ BBKVX HUFCT KCBFT ICTVB VBCTQ YKBCM KNKPQ LKNNI ZKILQ HUCOU DYPIU DKBXT VZCUB YUFPU FHEKH QBBKO UDYPI UDBYU FPUFH CTQCK GVPNV EQNBO NQQOT QBCUK BCUMK HPLKN NIXQQ MBRYI VHSRU NFKNP LKNNI LKNNI RYVQB LKOXC UCTQF VHPUF LKNNI UXVZK PQKTD SQZVB CKXQC TVBVB KCUCK YPVBK BCQNK YYZIR KDYCE KHQBB KIQBV CXVHP URVBL KNNIV EQNDV HQPCT QMYKH QCVFK HCQPC UTQYM IUDFV CTCTQ RYUFQ NBTUM VEQZK PQVCF UNBQE KHQBB KKOCD KYYIV CBOUZ MYQCQ YIOYU BQPPU FHLKN NIVCT UDSTC ZKILQ IUDFQ NQNQZ UPQYV HSLDC VTKEQ KHUCT QNVPQ KKHPV CBSNQ KCQNC TKHZI MNQEV UDBVP QKBOU ZLVHQ PEKHQ BBKVP UHCFK HCCUT QKNVC LKNNI KYYNV STCCT QITKE QCTQN UBQBC TQNUB QBTKE QCTQM UYYQH VXHUF QEQNI LQQMY KHCKH PRYUF QNLDP VHCTV BMKNX KYYFQ SUCCK PUVBS QCFTK CCTQI EQSUC LKOXT QNQFV CTFTK CFQEQ SUCLQ QBEKH QBBKM KNXLK NNIMU YYQHE KHQBB KRYUF QNBLK NNINQ MUYYV HKCVU HEKHQ BBKKO NUBBC TQHKC VUHCU DNHKZ QHCUR NUBQB MKBKP QHKOK YVRUN HVKCT QIEQS UCHUC TVHSL DCRYU FQNBR YUKCB KHPOU CCUHO KHPIB QODNV CIFVY YLQCV STCLK NNIVT KEQKH VPQKR YKBTR UNFKN PVHCV ZQEKH QBBKV BKLUD CCULU KNPKM YKHQF TVOTT KBKYY CTQNU BQBUH LUKNP EKHQB BKEKH QBBKL YUUZQ RCPTU YPBUD CLKPS QURRV OVKYR YUNKY LDBVH QBBVC BNQKY BQODN VCISD KNPBU NNIZK KZHVO QLNUU OTEKH QBBKC TKHXI UDVCF KBKSV RCLKN NIVBN QEQKY QPCUL QTVPV HSVHB VPQCT QLNUU OTRYK BTLKO XVHCV ZQKHP LKNNI KHPEK HQBBK KNQPV BODBB VHSCT QVNMY KHLKN NIUHO QVHBV PQFQW DBCMV OXCTQ NVSTC RYUKC EKHQB BKTUF KLUDC CTQMN VHOQB BKHPC TQMQK VOUDY PLQCT QMNVH OQBBK HPIUD OUDYP LQCTQ MQKLK NNIIQ BVSUC VCFTQ NQBTU DYPVB VCSDK NPFTK CKNQI UDLKN NIVLQ YVQEQ VZCTQ MQKSD KNPCT QMQKE KHQBB KVCSU QBDHP QNCTQ ZKCCN QBBQB SDKNP HUCVH CTVBR KVNIC KYQBF QQCTQ KNCVZ SQCCV HSCTQ ZKNBT KYEKH QBBKI UDPUC TKCCT VBFTU YQMKN KPQVB KRVKB OUYQC BBQQF TKCCT VBLKL IYYPU EKHQB BKPNV EQBCT QRYUK CCTNU DSTCN KRRVO SDKNP TQIFT KCKNQ IUDPU VHSLK NNICT QHKYY FQPUV BLYQH PVHFV CTCNK RRVOF VCTUD CKNUD BVHSB DBMVO VUHUH OQKCC TQKVN MUNCC TQNQB HUBCU MMVHS DBRYK BTRUN FKNPV HCVZQ KHPLK NNIKH PEKHQ BBKKN QKLUD CCUSQ CUHKM YKHQB QODNV CISDK NPBCU MBQOD NVCII UDKHP IUDNV HBQOC MKOXI UDNRY UKCEK HQBBK IQBBQ ODNVC ISDKN PTKBV CLQQH VHIUD NMUBB QBBVU HCTQQ HCVNQ CVZQE KHQBB KIQBB QODNV CISDK NPFUD YPIUD NQZUE QIUDN BTUQB CULKN NINQZ UEQIU DNBCV HSQNL KNNIV CBMKN CURZQ BQODN VCISD KNPVX HUFWD BCTKE VHSBU ZQRDH QHWUI IUDNR YVSTC LKNNI MYUCC VHSFV CTEKH QBBKL KNNIC TQHVR FQNQY DOXIF QYYTK EQWDB CQHUD STMUY YQHCU PUCTQ WULRY KBTRU NFKNP VHCVZ QKHPL KNNIK HPEKH QBBKK NQRYI VHSUH CTQMY KHQOK HIUDL QYVQE QTUFY DOXIF QKNQF QTKEQ WDBCQ HUDST MUYYQ HCUPU CTQWU LEKHQ BBKVC TVHXC TVBVB SUHHK FUNXL KNNIV CBSUC CUFUN XOKMC KVHBO UCCUH VHCQN OUZKC CQHCV UHMKB BQHSQ NBCTV BVBOK MCKVH BOUCC FQTKE QKLVC URLKP FQKCT QNVHH QFIUN XVCYU UXBYV XQFQY YQGMQ NVQHO QKOUD MYQTU DNBPQ YKIEK HQBBK LKNNI CTQBQ KNQOD CRYUF QNBFV CTHUF KCQNC TQIYY HQEQN ZKXQV CLKNN IVSUC CKSQC DMCTQ NQKHP CKYXC UCTQZ EKHQB BKLQO KNQRD YLKNN IRYVQ BNVST CUDCB VPQCT QOUOX MVCPU UNLKN NIOKH VSQCT QYMFV CTCTQ BXIZK YYZKS KJVHQ VPYVX QCUUN PQNCT QCKYX VHSVH RYKCK LYQHU BQKHP QKNTK VNCNV ZZQNC TQRYV STCKC CQHPK HCUMQ HBCTQ PUUNK HPFKY XBUDC KHPLK NNIRY VQBVH CUCTQ OUOXM VCDHB QQHLK NNIOK MCKVH VZVHK NQKYB VCDKC VUHOK MCKVH BOUCC FTKCP IUDBK ITKYO UMVYU CTKYH UCTVH SBOUC CHUCV OQBLK NNIKH PRNQK XBUDC OKMCK VHBOU CCLQQ LKNNI HUHUH UPUHC RNQKX UDCZI QHCVN QBMQO VQBOK MCKVH BOUCC SQCBU DCURT VBBQK CKHPC NVQBC UBDOX LKNNI VHCUK TKHPT QYPEK ODDZT KYCUB OUCCF TKCKN QIUDP UVHSL KNNIY KHPBU HTKYB TKVNL DCBOU CCBQQ BTVZT QCNVQ BCUBD OXDML KNNIL DCVHB CQKPT QBDOX BDMTK YBCUD MQQOK MCKVH BOUCC DTUTL KNNIF KVCKZ VHDCQ VZKHK CCUNH QITKY TKYPU QBHCX HUFLK NNIVB UHTVB TQKPF TUBKH KCCUN HQIOK MCKVH BOUCC PUHCZ UEQBO UCCTV CBTKY VHCTQ RKOQF VCTCT QEKOD DZVHK HKCCQ ZMCCU TVCLK NNITK YVBXH UOXQP UDCKH PTQRK YYBUH CTQYV RQNKR CLDCC UHFTV OTYKD HOTQB KHVHR KYKCK LYQLU KCVHC UBOUC CFTUS QCBXH UOXQP UDCKH PRKYY BCUCT QRYUU NCTQI KNQLU CTDHO UDHBO VUDBL KNNIC UTVZB QYRUT LKNNI LKNNI UHVHC QNOUZ FVCTK BUDCT QNHKO OQHCS UUPKR CQNHU UHMKB BQHSQ NBCTV BVBIU DNOKM CKVHF UDYPK ZVBBE KHQBB KLYUU ZQVHL MYQKB QNQMU NCCUC TQOUO XMVCE KHQBB KYUUX BOUHR DBQPH UNZKY KOOQH CKHPM YQKBQ TDNNI EKHQB BKUMQ HBCTQ PUUNK HPBQQ BCTQY VRQNK RCKHP CTQDH OUDHB OVUDB MVYUC BEKHQ BBKFT KCTKM MQHQP TQNQL KNNIV CNVQP CUCKY XCUCT QZLDC CTQHC TQNQF KBKPD BCLDB CQNKC UDMQQ KYVRQ NKRCQ GMYUP QPHUF UHQBL KYPUH QBVHK LUKCK HPCTQ INQLU CTDHO UHBOV UDBEK HQBBK VBCTK CKHUC TQNLQ QWUXQ LKNNI HUHUU HQBRY IVHSC TQMYK HQLDP PVCOT FKCQN CTNUD STNKP VUUHM YKHQC TVBVB WRXOU HCNUY CUFQN RYVST CFTKC BIUDN BCKCD BEKHQ BBKCT VBVBE KHQBB KLYUU ZQVZK RYUNV BCRNU ZHQFI UNXLD PFTQN QBCTQ MVYUC EKHQB BKTQB DHOUH BOVUD BKHPB UVBCT QOUMV YUCLD PHUCS UUPPU QBKHI UHQUH LUKNP TKEQR YVSTC QGMQN VQHOQ LKNNI KBKZK CCQNU RRKOC CTQNQ VBLDP FTUBC TKCLK NNILK NNILQ HBUHL DPRNU ZCTQT UHQIC NVKYU TSNQK CLKNN IEKHQ BBKCT VBVBH UCTVH SZUNQ CTKHK LVSZQ CKYLQ QVCBS UCSVK HCFVH SBTDS QQHSV HQBEK HQBBK VOKHC RYIKM YKHQL KNNIF TIHUC VBHCW UTHCN KEUYC KKMVY UCEKH QBBKI QBLKN NITUF TKNPO UDYPV CLQEK HQBBK BVCBP UFHKH PRYVQ BRUNK YVCCY QLVCL DCFQB QQYVS TCHVH SOYUD PBUDC BVPQC TQFVH PUFEK HQBBK FKVCL KNNIF QNQTQ KPQPV HCUBU ZQYVS TCHVH SKHUZ VHUDB YVSTC HVHSB CUNZY UUZBV HRNUH CURCT QMYKH QFQKN QHUFF KCOTV HSCTQ LQQHQ FBLUL LDZLY QCTVB VBLUL LDZLY QFQTK EQBUZ QYKCQ LNQKX VHSHQ FBRNU ZWRXK VNMUN CFTQN QKBDB MQHBQ RDYBO QHQVB PQEQY UMVHS LKNNI LQHBU HRNQB TRNUZ TVBYQ SKYEV OCUNI KPKZC TKCBL KNNIL ULLDZ LYQVB KCCQZ MCVHS CUYKH PKMYK HQYUK PQPFV CTMQU MYQRY UFQNB KHPKH VHOKM KOVCK CQPRY VSTCO NQFWK HQCZK NCVHD HOYQO KNKHP KPKZR YUFQN BCTQB OQHQB FVCOT QBCUC TQTDZ KHHQF BNQMU NCQNC KYXVH SFVCT LULLD ZLYQF QTKEQ KBCUN ZVHCT QKNQK KHPCF UVHPV EVPDK YBKCC TQOUH CNUYB FVCTK LBUYD CQYIH URYVS TCQGM QNVQH OQLUL LDZLY QWDBC KZVHD CQCTQ NQBKL QQUHC TKCMY KHQLD PVZAD VCQRK ZVYVK NFVCT ZNLQH BUHKH PTVBH UKOOU DHCOU ZMKPN QBCTQ IEQPU HQQHU DSTPK ZKSQN QMUNC QNLDC VBHCT QIUDN UHYIT UMQLD PCQOT HVOKY YIKLQ QBTUD YPHCL QKLYQ CURYI KCKYY CTQVN FVHSB KNQCU UBZKY YLKNN ICTNU DSTNK PVUTK EQHCF QTQKN PCTVB KZVYY VUHCV ZQBCT QBDNR KOQKN QKURC TQFVH SBKHP LUPIZ KBBZK XQHUB QHBQL ULLDZ LYQSQ CCTVB UHCTQ KVNLQ QSUCV CLQQH QFBON QFBCK HPLIL QQHQF BONQF FQNQS UVHSY VEQLK NNICT NUDST NKPVU UHCEC TQFKI FQFUN XZKIL QKZIB CQNIC UIUDZ KXVHS TUHQI CKXQB KYUCU RLQQB PUVHS KYUCU RBZKY YWULB LDCYQ CZQCQ YYIUD KLUDC KBZKY YWULV RIUDP UVCFQ YYVCZ KXQBK LVSPV RRQNQ HOQZU NQCTK HFQNQ KYVJQ PCUDB CUQEQ NIUHQ CTKCB FTIVF KHCCU SQCLQ QBLKO XCUFU NXVHS CUSQC TQNCT KCBCT QLQQF KIFQN QHUCZ KPQUR WQYYU FQSQC LQTVH PKRQY YUFLY KOXKH PIQYY UFLQQ BTQYY UCTQB OQHQB FVCOT QBKHP LKNNI VBCQK OTVHS EKHQB BKTUF CURYI LKNNI YQRCN VSTCP UFHTU EQNEK HQBBK TUEQN LKNNI RUNSQ CTUEQ NEKHQ BBKCT VBVBH CBUTK NPMNQ CQHPV HSCUT UHXCT QTUNH LQQML QQMLQ QMLQQ MKYVS TCHVH SLUYC TVCBC TQMYK HQKHP KDCUM VYUCC DNHBU RRLKN NIFTK CTKMM QHQPL KNNIF KVCVC TVHXF QFQNQ UHKDC UMVYU CCTQF TUYQC VZQEK HQBBK CTKCZ KITKE QLQQH TQYMV HSZQL KNNIK HPHUF FQNQH UCEKH QBBKB UVCCD NHBUD CVOKH HUCRY IKMYK HQCTQ MYKHQ MYDZZ QCBLD CFQBQ QYUDY DPDEK KHPCT QMUYY QHWUO XBKYU HSFVC TZDYC VMYQU CTQNL QQBRY IVHSC UFKNP BCTQM YKHQY UDYDP DEKKY YURIU DYQCB SQCLQ TVHPC TVBRQ YYUFZ UEQVC UDCZU EQUDC CTQBO QHQBF VCOTQ BLKOX CUEKH QBBKK HPLKN NIVHC TQMYK HQLKN NIUDN UHYIO TKHOQ VBVRV PUFTK CVPPU IUDOU MIZQF VCTCT QFVHS BURCT QMYKH QLKNN IBCVO XBUDC TVBKN ZBYVX QKHKV NMYKH QKHPR YIBVH RNUHC UREKH QBBKB RKOQE KHQBB KPUHC TKEQC UIQYY LKNNI VZHUC IQYYV HSFQN QVHKY UCURC NUDLY QEKHQ BBKVC BEQNI TKNPC UOUHO QHCNK CQFVC TCTKC MKHVO XICUH QVHIU DNEUV OQLKN NIVCB HUCKC UHQVZ MKHVO XVHSE KHQBB KVOKH CPUCT VBLKN NIBYK MBEKH QBBKL KNNIE KHQBB KMDYY IUDNB QYRCU SQCTQ NIUDT KEQCU BHKMU DCURV CEKHQ BBKBY KMBLK NNIIU DBHKM UDCUR VCLKN NIBYK MBEKH QBBKI UDBHK MUDCU RVCEK HQBBK IUDBH KMUDC URVCL KNNII UDBHK MUDCU RVCFQ BQQCT KCKYY CTQMU YYQHW UOXBK NQRYI VHSDH PQNCT QMYKH QEKHQ BBKIU DBHKM UDCUR VCLKN NIIUD BHKMU DCURV CEKHQ BBKIU DBHKM UDCUR VCLKN NIIUD BHKMU DCURV CEKHQ BBKTU YPVCL KNNIF TIOUZ QUHVC BZICD NHEKH QBBKT UFVBC TQMYK HQRYI VHSCT QMYKH QVBHU FBKRQ YIRYI VHSEK HQBBK VPUHC XHUFL KNNIB KHCQH HKQNV HSBYV XQKMT UHQLK NNIMV OXBDM LKNNI TQYYU YUDYD PDEKC TNUDS TMTUH QLQHB UHSUC KHIRY UFQNB RUNKT KMMIU OOKBV UHVHC TQNQK YYURC TQMUY YQHWU OXBKN QOKNN IVHSC TQMYK HQLKN NICTQ MUYYQ HWUOX BCTQI PUSQC LQTVH PKRQY YUFYU DYDPD EKLYK OXKHP IQYYU FMUYY QHWUO XBTQY YUYUD YDPDE KKYYN VSTCY QCBPN UMCTV BCVHO KHUHC TQLYK OXCUM LKNNI FTQNQ VOKHC BQQKH ICTVH SOKHI UDEKH QBBKH UHUCT VHSVC BKYYO YUDPI OUZQU HIUDS UCCUC TVHXL QQLKN NILKN NICTV HXVHS LQQCT VHXVH SLQQU HCTQN DHFKI CTQNQ KNQZV YYVUH BURLQ QBYKI VHSUH CTQVN LKOXB LQQBC TVHXV HSLQQ CTVHX VHSLQ QCTVH XVHSL QQLKN NIFKV CKZVH DCQVC TVHXV ZRQQY VHSBU ZQCTV HSEKH QBBKF TKCLK NNIVP UHCXH UFVCB BCNUH SMDYY VHSZQ YVXQK ZVYYV UHIQK NUYPV HBCVH OCLNV HSCTQ HUBQP UFHLQ QBCTV HXVHS LQQCT VHXVH SLQQC TVHXV HSLQQ OUHCN UYCUF QNUMQ NKCUN FTKCV HCTQF UNYPV BUHCT QCKNZ KOLDP SQCBU ZQYVS TCBUH CTKCV CVBNQ EQKYQ PCTKC KYYCT QLQQB KNQUN SKHVJ QPVHC UKSVK HCMDY BKCVH SRYUF QNRUN ZKCVU HLQQB CTVHX VHSLQ QCTVH XVHSL QQCTV HXVHS LQQLK NNIEK HQBBK KVZRU NCTQR YUFQN EKHQB BKUXL KNNIU DCCTQ QHSVH QBFQN QSUVH SVHUH LQQMU FQNNQ KPILU IBYUD YDPDE KKRRV NZKCV EQLKN NISUU PSUUP QKBIH UFCTK CBVCY KHPUH CTKCR YUFQN NQKPI RDYYN QEQNB QBMVH VCKNU DHPCT QMYKH QBHUB QVBMU VHCQP KCKRY UFQNM KVHCQ PUHKH QKNLI MYKHQ HUCCT KCRYU FQNCT QUCTQ NUHQE KHQBB KFTVO TUHQL KNNIC TKCRY UFQNC TQMYK HQVBH UFMUV HCQPK CKRKC SDIVH KRYUF QNQPB TVNCT QRNQK XBUDC KHPCN VQBCU CKXQK MVOCD NQURC TQMYK HQEKH QBBKV ZKVZV HSKCC TQRYU FQNLK NNICT KCBKR KCSDI VHKRY UFQNQ PBTVN CVZQK HCTQS VKHCM DYBKC VHSRY UFQNZ KPQUR ZVYYV UHBUR LQQBC TQMYK HQTUE QNBUE QNCTQ LQQRY UFQNM DYYRU NFKNP HUBQP UFHCK VYDMN UCKCQ KNUDH PVCEK HQBBK CTVBV BVHBK HQLKN NILKN NICTV BBCTQ UHYIF KIVXH UFTUF CURYI LDPKZ VXUUX UUXKO TUUUN VBCTV BMYKH QRYIV HSVHK HVHBQ OCYVX QMKCC QNHCT QMYKH QVBDH NQKYV BCVOK YYITU EQNVH SKHPB MVHHV HSUEQ NCTQL QQRYU FQNLK NNISQ CIUDN HUBQV HCTQN QPUHC LQKRN KVPBZ QYYVC RDYYN QEQNB QWDBC PNUMV CLQKM KNCUR VCKVZ RUNCT QOQHC QNHUF PNUMV CVHPN UMVCV HFUZK HOUZQ UHKYN QKPIC TQLQQ BBOKC CQNKH PCTQM YKHQB KRQYI YKHPB EKHQB BKLKN NIFQP VPVCI UDCKD STCZQ TUFCU RYILK NNIIQ BEKHQ BBKVB KLUDC CUTVS TRVEQ LKNNI HUTVS TRVEQ EKHQB BKNVS TCKPK ZLKNN IVCFU NXQPP VPIUD BQQCT QSVKH CRYUF QNLKN NIFTK CSVKH CRYUF QNFTQ NQURO UDNBQ VBKFC TQRYU FQNCT KCFKB SQHVD BKPKZ CTKHX IUDLK NNILD CFQNQ HUCPU HQIQC YVBCQ HQEQN IUHQC TVBND HFKIV BOUEQ NQPFV CTCTQ YKBCM UYYQH RNUZC TQYKB CRYUF QNBKE KVYKL YQKHI FTQNQ UHQKN CTCTK CZQKH BCTVB VBUDN YKBCO TKHOQ FQNQC TQUHY IUHQB FTUZK XQTUH QIMUY YVHKC QRYUF QNBKH PPNQB BYVXQ CTVBV RFQNQ SUHHK BDNEV EQKBK BMQOV QBCTV BVBUD NZUZQ HCFTK CPUIU DBKIK NQFQS UVHSC ULQLQ QBUNW DBCZD BQDZU RHKCD NKYTV BCUNI XQIOT KVHBL QQBFQ NQLQQ BLQQF TUYVX QBXQI OTKVH BXQIO TKVHL KNNIC TQHRU YYUFZ QQGOQ MCXQI OTKVH MUYYQ HWUOX TUYPU HLKNN ITQNQ IUDEQ QKNHQ PCTVB LKNNI IQKTV ZKMUY YQHWU OXKHP VCBKM QNRQO CRVCK YYVSU CCKPU KNQCT QBYQQ EQBCT QMUYY QHWUO XBCTN UFLKN NIKHQ OCKNO UYYQO CVHSS DHLKN NIOKC OTQBV CUTIQ KTWKH QCCTK CBUDN LKNNI LKNNI KHPCT QMUYY QHWUO XBSQC MUYYQ HRNUZ CTQRY UFQNB UHCTQ MYKHQ RYKBT RUNFK NPVHC VZQKH PCTQM UYYQH WUOXB KNQRY IVHSU EQNHI OLKNN IMUYY VHKCQ BCTQR YUFQN BVHEK HQBBK BBTUM KHPCT QHTQK PBCUO QHCNK YMKNX LUIVH MKNXZ UZCTQ LQQBK NQLKO XKPKZ MDCCV HSUHT VBXNQ YZKHT KCVRK HILUP IHQQP BCUZK XQKOK YYHUF BCTQC VZQVS UCKRQ QYVHS FQYYL QFUNX VHSYK CQCUH VSTCC TQLQQ TUHQI RKOCU NVQBK NQLKO XDMKH PNDHH VHSZQ KHFTV YQKCE KHQBB KBBTU MEKHQ BBKCU ODBCU ZQNTQ NQBIU DNOTK HSQTK EQKSN QKCKR CQNHU UHOKH VTQYM FTUBH QGCFU DYPIU DYVXQ BUZQT UHQIF VCTCT KCVCV BLQQK MMNUE QPPUH CRUNS QCCTQ BQCTQ NQVBK NUUZV HCTQB TUMFT QNQLK NNIPU QBYQS KYFUN XRUNU CTQNK HVZKY BTQVB ODNNQ HCYIC KYXVH SFVCT KOUFO UFZVY XONQK ZOTQQ BQVCB KYYZQ KHPVP UHCBQ QKHVO XQYBU ZQCVZ QBVWD BCRQQ YYVXQ KMVQO QURZQ KCLKN NIVTK PHUVP QKEKH QBBKL KNNIV ZBUNN ITKEQ IUDSU CKZUZ QHCLK NNIFU DYPIU DQGOD BQZQZ IZUBA DVCUK BBUOV KCQFV YYTQY MIUDZ UUBQL YUUPB UNNIV ZYKCQ OUFTQ BKYKF IQNCU UZUUB QLYUU PZKKZ VFKBK YNQKP IKLYU UPBDO XVHSM KNKBV CQKYY VHQQP QPFKB KLNVQ ROKBQ EKHQB BKTKE QKSNQ KCKRC QNHUU HLKNN IVWDB CSUCC TVBTD SQCDY VMUNP QNKHP VOKHC SQCCT QZKHI FTQNQ LKNNI HUMNU LYQZE KHHVQ WDBCY QKEQV CCUZQ EKHQB BKIUD NQKYV RQBKE QNLKN NIOKH VTQYM FTUBH QGCLK NNIKY YNVST CBONK ZLYQW UOXBV CBCVZ QCURY IEKHQ BBKCT KHXIU DLKNN IXQHF KYXBL IUHCT QBVPQ FKYXK HPBQQ BCTQL QQKMM NUEQP TUHQI VHEKH QBBKB BTUMX QHCTK CLQQV BYVEV HSZIY VRQKH PIYQC VCSUX QHHIX QHFTQ HFVYY CTVBH VSTCZ KNQQH PKHPI YQCVC KYYSU LKNNI LQKDC VRDYP KICUR YIMUY YQHWU OXBDN QVBLK NNILQ CFQQH IUDKH PZQVF KBPIV HSCUS QCUDC URCTK CURRV OQLKN NINQO NQKCQ BCTQB OQHQH QKNCT QLQSV HHVHS URCTQ ZUEVQ FTQNQ TQRYV QBCTN UDSTC TQLUG XVCQC TQZUE VQRKP QBCUL YKOXK HPCTQ ONQPV CBLQV HSKRC QNONQ PVCBH UBOQH QOKHL QBQQH LDCCT QOTKN KOCQN BOKHL QTQKN PCKYX VHSUE QNCTQ ONQPV CBIUD TKEQS UCCUB CKNCC TVHXV HSLQQ ZIRNV QHPCT VHXVH SLQQZ QLKNN ICKYX VHSUE QNBVH SQNTU YPVCY QCBWD BCBCU MRUNK BQOUH PTUYP VCVZB UNNIV ZBUNN IQEQN IUHQO KHFQB CUMTQ NQBVH SQNUT LKNNI LKNNI VZHUC ZKXVH SKZKW UNYVR QPQOV BVUHP DNVHS KMNUP DOCVU HHDZL QNBVH SQNKY YNVST CCKXQ CQHQE QNILU PIFNK MVCDM SDIBL KNNIV TKPEV NCDKY YIHUN QTQKN BKYRU NCTKC ab8fbb8827ffd1e116d7e361a6aa54ef54c1efb4 189 188 2024-06-14T16:59:24Z OCRPNarrator 2 Replaced content with "23153131344434141154245115141513241415144434321125151121344542442415421514132311313115332215213442543445243344231515331454344532242223442215444434431515442315234532113331344215442315212442434443441122152443443443343151154423244342241414311511331422154444231525155444344423153315534434331554344542243412244344344215113124551552232413231324352315422444244321244243442515542345321133 Hjmi, F emj gvd bfw vhii qjj bfw chct hfvq jsku'b E? ejwj ttfp beoj Z bfsax M utnwj gssd..." wikitext text/x-wiki 23153131344434141154245115141513241415144434321125151121344542442415421514132311313115332215213442543445243344231515331454344532242223442215444434431515442315234532113331344215442315212442434443441122152443443443343151154423244342241414311511331422154444231525155444344423153315534434331554344542243412244344344215113124551552232413231324352315422444244321244243442515542345321133 Hjmi, F emj gvd bfw vhii qjj bfw chct hfvq jsku'b E? ejwj ttfp beoj Z bfsax M utnwj gssd u lsu tp m jferbw, ramkt zc bfw whsii rhc ttj cmviu lq ifjq syoj nf qsua? bfw nucqww zc ynj lgvx, fc mt sv h bqm rtdj nnvq eh fp gzpp oni vfqct ezqr, fasd psn! 76 47 106 86 67 26 66 67 57 77 66 77 36 77 66 28 87 57 97 55 67 76 28 106 76 89 42 47 55 28 96 53 88 34 48 85 56 78 74 79 42 48 64 47 96 96 78 56 85 66 24 98 94 55 54 77 66 28 88 84 68 33 57 76 24 85 75 55 43 48 77 34 98 65 59 54 48 85 64 69 84 68 55 76 66 24 85 73 56 26 77 66 28 75 66 86 54 77 87 36 96 57 59 42 48 87 57 69 84 87 45 54 87 36 69 53 75 46 56 54 25 69 86 78 32 77 66 28 87 57 97 55 46 67 48 77 57 86 zwlu lu zwg nxuz cvg lz lu x nlvk zc x rccrng bchdqgvz, xvb wgpg lu zwg nlvk wzzeu://bchu.rccrng.hcq/bchdqgvz/b/1ehklpd_wojd-dgyd4shkssivx02iizjyyee7vh5v00q/gblz?due=uwxplvr f537e677a6c019cb45402379a7d72e04aa435d2c 190 189 2024-06-14T17:01:14Z OCRPNarrator 2 wikitext text/x-wiki 23153 13134 44341 41154 24511 51415 13241 41514 44343 21125 15112 13445 42442 41542 15141 32311 31311 53322 15213 44254 34452 43344 23151 53314 54344 53224 22234 42215 44443 44315 15442 31523 45321 13331 34421 54423 15212 44243 44434 41122 15244 34434 43343 15115 44232 44342 24141 43115 11331 42215 44442 31525 15544 43444 23153 31553 44343 31554 34454 22434 12244 34434 42151 13124 55155 22324 13231 32435 23154 22444 24432 12442 43442 51554 23453 21133 Hjmi, F emj gvd bfw vhii qjj bfw chct hfvq jsku'b E? ejwj ttfp beoj Z bfsax M utnwj gssd u lsu tp m jferbw, ramkt zc bfw whsii rhc ttj cmviu lq ifjq syoj nf qsua? bfw nucqww zc ynj lgvx, fc mt sv h bqm rtdj nnvq eh fp gzpp oni vfqct ezqr, fasd psn! 76 47 106 86 67 26 66 67 57 77 66 77 36 77 66 28 87 57 97 55 67 76 28 106 76 89 42 47 55 28 96 53 88 34 48 85 56 78 74 79 42 48 64 47 96 96 78 56 85 66 24 98 94 55 54 77 66 28 88 84 68 33 57 76 24 85 75 55 43 48 77 34 98 65 59 54 48 85 64 69 84 68 55 76 66 24 85 73 56 26 77 66 28 75 66 86 54 77 87 36 96 57 59 42 48 87 57 69 84 87 45 54 87 36 69 53 75 46 56 54 25 69 86 78 32 77 66 28 87 57 97 55 46 67 48 77 57 86 zwlu lu zwg nxuz cvg lz lu x nlvk zc x rccrng bchdqgvz, xvb wgpg lu zwg nlvk wzzeu://bchu.rccrng.hcq/bchdqgvz/b/1ehklpd_wojd-dgyd4shkssivx02iizjyyee7vh5v00q/gblz?due=uwxplvr 9f9c3964ce2f5675f75faa9300162544d52bcee6 191 190 2024-06-14T18:51:35Z OCRPNarrator 2 wikitext text/x-wiki 23153 13134 44341 41154 24511 51415 13241 41514 44343 21125 15112 13445 42442 41542 15141 32311 31311 53322 15213 44254 34452 43344 23151 53314 54344 53224 22234 42215 44443 44315 15442 31523 45321 13331 34421 54423 15212 44243 44434 41122 15244 34434 43343 15115 44232 44342 24141 43115 11331 42215 44442 31525 15544 43444 23153 31553 44343 31554 34454 22434 12244 34434 42151 13124 55155 22324 13231 32435 23154 22444 24432 12442 43442 51554 23453 21133 Hjmi, F emj gvd bfw vhii qjj bfw chct hfvq jsku'b E? ejwj ttfp beoj Z bfsax M utnwj gssd u lsu tp m jferbw, ramkt zc bfw whsii rhc ttj cmviu lq ifjq syoj nf qsua? bfw nucqww zc ynj lgvx, fc mt sv h bqm rtdj nnvq eh fp gzpp oni vfqct ezqr, fasd psn! 76 47 106 86 67 26 66 67 57 77 66 77 36 77 66 28 87 57 97 55 67 76 28 106 76 89 42 47 55 28 96 53 88 34 48 85 56 78 74 79 42 48 64 47 96 96 78 56 85 66 24 98 94 55 54 77 66 28 88 84 68 33 57 76 24 85 75 55 43 48 77 34 98 65 59 54 48 85 64 69 84 68 55 76 66 24 85 73 56 26 77 66 28 75 66 86 54 77 87 36 96 57 59 42 48 87 57 69 84 87 45 54 87 36 69 53 75 46 56 54 25 69 86 78 32 77 66 28 87 57 97 55 46 67 48 77 57 86 zwlu lu zwg nxuz cvg lz lu x nlvk zc x rccrng bchdqgvz, xvb wgpg lu zwg nlvk wzzeu://bchu.rccrng.hcq/bchdqgvz/b/1EHKLPD_wOJd-DgyD4SHKSSivX02IIzjYYee7VH5v00Q/gblz?due=uwxplvr 58eaa30e1c96101db382c127f49ee9fac68f7f7c